Professional Documents
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RNS NASHVILLE clawed at the fabric of space as her howling drives fought to push the
ship round in a crash turn. Captain Garrett tried to ignore the waves of nausea as her
ship's gravitic compensators struggled to keep pace with the huge gee-force shifts that
would otherwise have reduced her crew to thin red smears.
missiles in the salvo, five achieved sensor lock on the Nashville and bore in for their
attack run. The flaring PD clusters ripped two to fragments, and one of the ships beam
mounts scored a lucky hit on a third, but two slipped through the maelstrom of energy
and closed on their target.
On the tac plot, Garrett watched the red trails indicating the incoming missile spreads
just fired from the FSE warship. She had ordered Nashville into a frantic turn before the
Feds launched, on that sixth sense that starship skippers either learn quickly or die; if she
had waited until her sensors had picked up the missiles inbound, it might well have been
too late.
Confirm two birds through!! shouted the Tac officer, and a moment later the Nashville
bucked and shuddered as the missiles warheads released their violence against her hull.
Alloy and armour rent and split as energy and shrapnel tore through the ships
midsection. Air howled from ripped compartments and fourteen of her crew died
mercifully fast in the sleet of charged particles and hard radiation.
The Fed captain, on the other hand, had expected the Nashville to keep coming right
down the line, trying to close the beam range - although hed tried to hedge his bets by
spreading his missile salvos well apart, Garrett could already see that one flight was
going to run wide of her ship by enough margin that its sensors could never get a lock
on. The other salvo was a different matter....
The bridge gradually stopped shaking, and Garrett could see the red lights peppering the
normal green of her ship systems repeater board. Damage control, status please?
Ma'am, confirm one salvo tracking us on active, point defence is responding! Garretts
Tac officer called as he stared at the plot with a familiar feeling of helplessness - no
human could react as fast as the computer systems, and the fire direction of Nashvilles
point-defence lasers was already out of his hands. The rapid-pulse laser clusters spat
coherent light at the incoming missiles, with the ships smaller beam batteries adding
their own fire - built for antiship combat, they were much less effective than the
dedicated PD systems, but there was no point in holding anything back.
The plot flared with simulations of the huge energies being released outside the ship as
Nashvilles defences sought the threat tearing down on her. The hypervelocity missiles
consumed almost all their drive power in the first seconds of their flight, pouring it out in
a frantic burst of acceleration - but they retained just enough to allow terminal homing
on to their target provided it stayed within the limited range of their sensors. Of the six
The helmeted face of her chief DC officer appeared on one of the small comm repeater
screens: Aye, Ma'am, reading structural damage between frames twenty-six and fortyone, decks C through F, but hull integrity still showing within safety limits. Total
decompression in six compartments, but all other seals and bulkheads seem to be
holding. We've lost one of the secondary mounts on the starboard side, and point-defence
two is offline - may be just the tracking system, I'm still getting a response from the
projector and we may be able to slave it across to PD ones tracker - I'm getting a team
on it now. Looks like we were lucky on vital systems - drives and environmental are
reporting green. Wouldn't like to take another hit like that till we've had the chance to
patch things up though.
Garrett smiled briefly at the pickup, then replied in a grimmer tone. Thanks, Jim. Get me
a casualty count as soon as you can, please. Well do our best to stop the Feds getting
another chance...... Helm, come about to 0100; Gunnery, lock all batteries on that
bastard, and fire as you bear.....
CONTENTS
Introduction and Designers Notes
11
12
13
Rolling Ships
20
27
34
42
Background Information
43
46
47
48
Ship Design
CREDITS:
Written by: Jon Tuffley
Ship Art by: Tim Osborne
Graphics, typesetting and layout: Simon & Tim Parnell,
Brackenbury studio@brackenburyprint.co.uk
Playtesters (in no particular order): Allan Goodall, Alex
Stewart, Chris Weuve, Mark Seifert, Dean Gundberg, Dave
Crowhurst, Donald Hosford, Jerry Han, Joachim Heck, Jim Bell,
Jon White, Mark Indy Kochte, Brian Lojeck, Marshall Grover,
Mike Elliott, Aaron Teske, Oerjan Ohlson, Phil Pournelle, Roger
Gerrish, Rob Paul, Stuart Murray, Tom McCarthy, Kevin Walker,
Graham Tasker, Alan Brain, Mike Miserendino.
10
DESIGNERS NOTES
THE OFFICIAL SHIP DESIGNS
The bulk of this book consists of designs for the ships depicted in the four major
human fleets of the Full Thrust miniatures range, which represent the space navies of
the four main human superpowers of the late 22nd Century in the GZG future history.
Each entry is a representative example of one particular class of ship for a given fleet,
and in most cases is not the only class of vessel that fills that slot in the fleet
inventory. For example, the New Anglian Royal Navy has several different classes of
Destroyers in service aside from the Ticonderoga class shown - some are much older
designs, while others are new construction that will supplement and eventually replace
the current classes. In addition to there being many other classes of ships in service,
the specific classes shown will all have minor variations of weapons or system fits on
individual ships within the class. Players should therefore feel free to modify the listed
designs and/or to create their own new ones while still remaining within the guidelines
of the background provided.
It should be noted that the designs presented in this volume have been configured to
fulfil sensible roles within their fleet structures, and as such are not rules-lawyered or
maximised to exploit the limits of the designs system. If you set out to build a perfect
fleet to beat a given type of opponent in a one-off game, you can probably come up
with designs that are a lot more effective than those listed here, but that is not the
way real navies work - they have to have the flexibility to perform many varied
missions against different potential enemies, and this is what we have tried to reflect
in the designs of the ships in this book.
For those of you who do not use the official background setting, the designs in this
book should still provide an invaluable resource of pregenerated ships. Need a Heavy
Cruiser? Just pick any of the ones listed, modify it (or not) as you desire, and call it
whatever fits your preferred background!
NOTES ON THE NEW SHIP DESIGN SYSTEM, AND COMPARISON WITH FT 2nd EDITION
Using the design system given here, ships will end up with much higher MASS ratings
than the comparable classes in FT2, but with broadly similar offensive and defensive
capabilities. Under the new system of variable hull strengths, the Damage Point values
of some ships will be a little higher than under FT2 (especially when using Average
strength hulls or better), but this will be balanced by the slight increase in offensive
power of most weapons due to the reroll rules and the increased vulnerability of some
ships caused by the new style damage tracks. Overall, we think most of these factors
will balance out and the game play should not be too unlike FT2.
So, why bother with the new design system at all? Well, its main advantage is that it
offers increased flexibility. While an AVERAGE ship (average hull strength, medium
thrust levels and a balanced weapons fit) should be broadly similar to its FT2
counterpart, the new system removes a lot of the artificial limitations of FT2 design
and gives players the opportunity to experiment with decidedly strange design
concepts if they so desire. It is now possible to try out ships with hugely powerful
drives and little else, designs with massive armour and hull strength but very weak
engines, all-offence ships that can dish out huge amounts of damage but have to rely
on other ships to protect them, and so on.
Another very important point is that the new system removes the artificial break
points that plagued the original design system - there is now no arbitrary division of
ships into Escort, Cruiser and Capital sizes, and the construction system works on
sliding scales from the smallest to the largest ship. Players used to the FT2 design
system will notice that they now have to expend mass and points for such things as
Fire Control systems that used to be free under the old rules, but no longer will there
be the odd problems caused by the old mechanisms, whereby the larger ships of one
category were much more effective (and cheaper) than the smaller classes of the next
group up.
For every gain, there will have to be sacrifices made - every design will be a juggling
act between offence, defence and mobility, and there will never be room for the best of
everything. Some may be better than others in certain roles, but the ship that is
perfect in one type of battle against one particular opponent may find itself in deep
trouble against another fleet with a different design strategy.
USING FT 2ND EDITION DESIGNED SHIPS WITH THE NEW RULES
If players wish to make use of existing ships while using the new rules given here, a
rough comparison of force strength can be made using the points values of both old
and new designs. While the old and new systems differ greatly in the cost of individual
ship components and weapons, the overall points costs of ships are similar enough that
an approximate balance between fleets can be made on a one-to-one basis.
It should be noted that forces using both FT2 and new design ships should NOT be
balanced on MASS ratings alone, as equivalent ship classes have a much higher overall
MASS under the new system - normally between two and three times higher.
The most important difference between FT2 and the new designs for actual gameplay
(as opposed to design) purposes is the fire arcs; for this you can choose to either play
the FT2 ships with their original 4-arc system, or make simple conversions to the new
6-arc rules; in the latter case we suggest that systems with one-arc facing in FT2 be
given either one or two new arcs as seems most appropriate to the individual ship
design, 2-arc FT2 weapons have 3 new arcs (180 degrees in both cases), and 3-arc FT2
weapons become 5-arc (i.e.: all but Aft).
Note that mixing the two systems like this will NOT be guaranteed to give an exactly
balanced game, but then nothing will short of 100% identical forces. We dont claim
that there will be no contradictions or rules clashes if you try to mix designs between
the old and new versions of the game, but were sure that most of you are sensible
enough to sort out any that occur in the true spirit of the game.
WEAPON TYPES AND BACKGROUNDS
In MORE THRUST we gave rules for a number of different alternative weapons and
systems, including cloaking fields, the Wave Gun and even some downright silly ones
such as the Reflex Field. The intention behind many of these was to simulate certain
special weapons seen in certain TV series or films, to enable battles from those settings
to be fought under the FT rules. What has happened, however, is that many players
have used ALL the optional systems and weapons in their games. Now, there is nothing
inherently wrong with this EXCEPT that, as some of the weapons were never meant to
fit in with the basic game system, they can do very weird things to the game balance.
The following systems and weapons in particular are ones that were never intended to
fit into the standard FT background: Wave Guns, Nova Cannons*, Reflex Fields,
Cloaking Systems. (* OK, so this was in the basic rules and not in More Thrust, but it
was still intended to be a token ludicrous mega-weapon ......)
We would strongly recommend that these systems are used with discretion, and then
only with the express agreement of all players; they are not recommended for games
where there is any kind of competitive element in play or in fleet design.
Please note that were NOT telling you not to use any or all of these systems if you
wish - just to be aware that their indiscriminate use may throw up anomalies in the
game, and you should be prepared to deal with this as you see fit. It should also be
noted that the use of KraVak technologies (their railguns, scatterguns, armour and
advanced drives, as per the More Thrust rules) on human or other ship designs will also
have a potentially unbalancing effect on the game, and should be used with discretion
if at all. Volume 2 of the Fleet Book series will address the alien weapons and systems
in detail, and provide some modified rules to fix the inconsistencies in the More Thrust
rules for them.
We have not depicted the Thruster systems as separate icons on the ship diagrams, in
order that any design may be used with either movement system without alteration.
For the purposes of damage, assume that the thrusters are driven by the same power
systems as the main drives - when the main drive takes damage, thruster power is
halved or lost accordingly.
ROTATION
Rotation of a ship around its axis requires much less power than actually changing its
vector. When the thrusters are used to rotate a ship onto a new heading, ONE
manoeuvre point from the thrusters allows the ship to be rotated by any desired
number of facing points. Thus, for the expenditure of one point of thruster power a
ship can be rotated to face in any of the 12 possible facing directions, regardless of
the thrust rating of its drives (the only difference between rotating 30 degrees and
rotating 180 degrees is simply that, once the thrusters have started the ship spinning,
the ship is allowed to rotate for longer before the thrusters burn again to cancel the
spin). Note that a ROTATION changes the ships FACING only, and never its COURSE.
Using the vector movement rules will become very straightforward once you are used to
it, but we suggest taking a short while to read through the rules and examples
carefully, and to plot a few movement examples out with a ship model to get the feel
of the system before starting your first game. Radical course changes become much
more difficult to do under the vector rules, especially at high velocities - remember
that the faster you are moving, the less manoeuvrable your ship will be under the
vector system. It may also take you a while to get used to the fact that the ship is not
always pointing in the direction it is moving!
Note: when thrusters are used to rotate the ship onto a new facing, it is assumed that
several of the ships thrusters are fired in unison to achieve the desired effect - for
example, to rotate the ship to starboard it would fire the PORT FORWARD thrusters and
the STARBOARD REAR ones simultaneously to spin the ship around its centre of mass. It
is assumed that, in the same turn, a compensating burst is applied as the desired new
facing is reached in order to stop the ships rotation - the combined effect of these
operations constitutes one rotation action.
If you are using the official GZG background, or one of your own devising, then you
may feel free to use either system at the agreement of your players, or even to mix the
two to reflect older and newer ships in the timeline or differing levels of technology.
Because the Thrust Ratings of ships are used in similar ways in both systems, any given
ship design may be used with either movement system without modification - the only
thing to be aware of is that ships with low thrust ratings may prove VERY
unmanoeuvrable under the vector system.
THRUSTER PUSHES
It is perfectly possible to mix both vector and cinematic movement in the same game,
to represent ships with different drive systems or technology levels - each ship simply
follows the relevant rules according to its own drive system.
COURSE AND FACING
Under the standard Cinematic FT movement, a ship will always be facing in the same
direction that it is moving; under the VECTOR system the ship may be moving one way
and facing another. The direction in which the ship is actually MOVING is termed its
COURSE, while the direction in which the ship model is actually pointing is called its
FACING. The current COURSE is indicated by a small arrow marker placed next to the
ships stand, and this marker is also used as a reference point during the process of
moving the model. It should be noted that the FACING of a model should always be one
of the 12 clockface points, though the mechanics of the vector movement mean that
the COURSE will usually NOT correspond exactly to a clockface direction.
MAIN DRIVE THRUST
The THRUST RATING of any ship is the amount of thrust that can be produced by its
MAIN DRIVE - the big engine at the back. Each point of thrust applied in a turn will
accelerate the ship by 1 inch (or other movement unit) ALONG THE AXIS OF THE SHIP,
so if a ship that is facing in its direction of travel (i.e. its course and facing are the
same) and currently moving 6" per turn applies 4 points of thrust from its main drive,
it will end up moving at 10" per turn. If the ships facing and course are NOT the same
(i.e.: the model is pointing one way and moving another) then the application of thrust
from the main drive will alter the ships course AND velocity. To DECELERATE using the
main drive (as opposed to using the forward retro thrusters), the ship must be turned
so that it is pointing backwards relative to its current course. When writing orders for
your ship, Main Drive thrust is written as MD followed by the number of thrust points
being applied - so MD4 will move the ship 4" in the direction of its present facing.
If using existing ship designs (whether from this book, from FT2 or elsewhere) then the
thrust level shown in the ships drive icon is the rating used for the main drive.
MANOEUVRING THRUSTERS
In addition to the main drive, all ships have THRUSTERS - small drives positioned in
clusters around the ship, pointing forward, port, starboard etc. (in reality ships would
also of course have up and down orientated thrusters, but as we are not concerned
with 3D movement in FT we can ignore these except for their use in rolling the ship).
The thrusters may be used to push the ship to alter its course, or to rotate the ship
onto a new facing. The power available to the ships thrusters is equal to half the
thrust rating of the main drive - so a ship with a main drive TR of 6 would have 3
manoeuvre points available from its thrusters; unlike the Cinematic movement rules,
thruster use is allowed in addition to applying full available thrust with the main drive
- so that a ship with a Thrust Rating of 4 could apply 2 points of thruster use and still
use all 4 thrust points from its main drive.
6"
6"
Rotate
3 Points
2"
6"
Diagram 2
10"
Systems that have no directionality to their icon (eg: PDS) have all-round (6-arc) fire
capabilities.
12"
2
FP
FS
Examples of Beam Batteries
bearing through the three
forward arcs (FP, F, FS)
AP
AS
A
Diagram 1
Diagram 3
The FT (2nd ed.) rules prohibit any weapons fire (except point-defences) through the
aft arc of a ship, and no weapons are mounted to bear through that arc in the FT2 ship
designs. You will note that some of the designs presented under the new system in this
volume DO have weapons bearing directly aft (those weapons mounted in all-round (6
arc) turrets). As an OPTIONAL RULE, players may decide to PERMIT aft-arc fire (by
weapons that are mounted to bear accordingly) on any game turn in which the firing
ship did NOT use any thrust from its main drive engines. Course changes (if using
Cinematic Movement) or Thruster use (if using Vector Movement) are permitted without
affecting fire through any arc, but any acceleration or deceleration applied by the main
drives blocks any outgoing fire through the aft arc in that turn only.
If the target ship has SCREENS active, then the effects of the screen are deducted from
the initial attack dice as usual (if applicable), but NOT from the result of any reroll dice
- the reroll is assumed to have already penetrated the screen, and any further damage
done is applied directly to the ship itself.
Reroll damage is applied to ARMOURED ships in a similar manner - any damage from the
basic die rolls of an attack is applied to armour boxes on the ship, but if a six is rolled
then it knocks out two armour boxes and any damage caused by the REROLL die is
applied directly to the ships ordinary hull damage boxes, irrespective of whether it still
has armour boxes remaining.
If dicing for initiative (which we recommend as the default method if players do not
agree otherwise, particularly in competitive games) then players may add one to their
roll for every ACE they have in action at that time, and subtract one for every TURKEY
group (see MT for Ace and Turkey rules). The lower scorer must move a group first.
Whoever moves first in the main fighter move phase should also move first in the
secondary move phase. Whatever method is used to determine first move, we
recommend that both players should move all their TURKEY groups before any normal
ones, and all normal groups before any that include ACES.
FIGHTER SCREENS
Fighter groups may be assigned as close escorts for larger ships, specifically to ward off
enemy fighter attacks on that ship; when used in this role, the fighter group is said to
be acting as a fighter screen for the ship it is escorting. When assigned as a fighter
screen, the fighter group must remain within 3" of the ship it is escorting at all times if it is moved further away then it has broken off from its escorting duties and no
longer functions in a screening role. A fighter screen (which may be a single group or
several) always moves at the same time as the ship it is screening, rather than being
moved in the normal fighter movement phase. Screening fighters CAN exceed the
normal fighter movement allowance if the ship they are screening is moving faster than
the fighters could normally move. Whenever a ship that is being escorted by a fighter
screen comes under attack from enemy fighters, the attacking group(s) MUST engage
the screening fighters using the DOGFIGHTING rules instead of attacking the ship in
that turn. Each group of screening fighters must be engaged by at least one attacking
fighter group; once this condition has been satisfied then any further uncommitted
attacking groups may fire on the escorted ship. Example: an NAC transport ship is
being escorted by a screen of 3 groups of fighters. Four groups of ESU fighters move to
attack the transport - three of them must pair off against the three groups of
screening fighters and engage them in dogfights, while the fourth is thus free to attack
the ship directly. If the ESU player prefers, he could instead allocate all four groups
against the screening fighters (two onto one, and one each onto the other two) in an
attempt to destroy as many as possible, leaving the transport without fighter cover for
the rest of the game.
Attacking fighter groups that are forced to engage screening fighters may NOT then
attack the ship in the same turn, even if they defeat all the fighter screen; they will
have to try to follow the ship and attack it in the following turn if they wish to
(though if all the screening groups are engaged by other groups, then any excess
attackers may of course attack the ship in that turn while the defenders are occupied).
While they survive, screening fighters are thus very useful for keeping attacks away
from lightly-protected shipping.
MULTIPLE GROUP DOGFIGHTS
There will be cases, especially when fighters are screening larger ships, where multiplegroup dogfight situations (known to fighter pilots as furballs) may occur. In such
combats, all groups engaged in the dogfight may fire only once per turn, but may
choose to attack just one enemy group or to split their kills between two or more
enemy groups. If the player chooses to split his fire, the dice are rolled as normal and
the casualties divided as equally as possible between the relevant groups. The
resolution of the attacks alternates between groups, with the player having initiative
for that turn firing first - all losses are applied immediately, before the other player
may return fire.
INTERCEPTION OF MISSILES BY FIGHTERS
A fighter group may attempt to intercept and engage any missile salvo that is within
6" of it at the end of either the fighters main or secondary movement. Simply move
the group up to the missile counter, and roll one die for each fighter: one missile from
the salvo is destroyed for each 5 or 6 scored by the fighters (scores of 6 allow rerolls).
The missiles cannot actually fight back or target the fighters, but for each missile that
is hit roll 1 die: on a roll of 6 (no reroll) then a fighter is lost by being caught in the
blast of the destroyed missile (trying to take out missiles is a tricky and dangerous job
at high speeds and very close quarters).
IMPORTANT NOTE:
There is NO change to the way the beam batteries function in the game all that has changed is the designation.
TUGS, which are designed to tow other ships through Jump by extending their
Jumpfield around them, require much larger than normal FTL drives; they need a drive
equal to 10% of their MASS just to provide their own Jump capability, plus additional
drive MASS equal to 20% of the total MASS of ships they can tow. Thus to tow a ship of
(say) MASS 100, the tug would need spare Jump drive capacity of MASS 20; if the tug
itself was a MASS 60 ship, it would need its own MASS 6 FTL drive plus the additional
20 - so it would have to devote a total of 26 MASS to its Jump drive package.
Example: a MASS 90 ship, with 5 CF and thus 5 DCPs available, is trying to repair
systems lost at a threshold check. The player decides to combine 3 DCPs (the maximum
allowed on one job) to try and get a FireCon back on-line, and use the other two to
attempt to fix a damaged weapon system. The FireCon will be fixed if the player can
roll 4+, and the weapon on a 5+.
TURN SEQUENCE
This is a summary of the full game turn sequence that should be followed if
players are using all the options and new rules listed in this volume.
CREW CASUALTIES
For simplicity, it is assumed that crew casualties run proportional to the amount of hull
damage suffered by the ship; as damage is taken and crew casualties are suffered, CFs
are lost and the available DCPs are reduced accordingly. To record this on the Ship
Diagram, dots are placed in certain boxes on the Damage Track to denote the points at
which Crew Factors are lost; a ships current CF (and thus its current number of DCPs) is
the number of dots still remaining in non-destroyed boxes on the damage track.
All the designs given in this book already have the CF dots marked in their damage
tracks, but if you are designing a new ship type from scratch then you will need to
distribute the CFs correctly through the damage track; to do this, divide the number of
Hull Boxes the ship has by the number of Crew Factors. Round the result UP if it is not
a whole number, then count along the damage track until you reach the number and
place the first dot there. Count the same number again and place the second dot, and
so on. When you reach the end of the damage track, put the last dot in the last box - it
is assumed that the last of the crew will be killed when the ship is finally destroyed, if
they havent abandoned ship by then!
Example: The MASS 90 ship above, with 5 CFs, has an Average hull integrity and thus has
27 Hull Boxes (30% of 90), arranged as 7/7/7/6. Dividing 27 by 5 gives us 5.4, which is
rounded up to 6 for this purpose. The first CF dot will be placed in the sixth box of the
damage track, the second in the twelfth box (i.e.: the fifth box of the second row), the
third dot in the 18th box and the fourth in the 24th box; the fifth and final dot is placed
in the last box on the damage track (the 27th). Each time the ship takes six points of
cumulative damage, it will lose another CF and thus another DCP.
Example: If a freighter has 50 MASS of cargo hold space, this would be divided into two
holds of MASS 13 and two of MASS 12.
One of the holds or passenger areas is automatically lost each time the ships
cumulative damage reaches a threshold point, so in effect a ship loses approximately
25% of its cargo or passengers each time it suffers approximately 25% damage. When a
hold or passenger space box is crossed off, any cargo stored in it is assumed lost and
any non-evacuated passengers in that area are killed.
The holds and passenger spaces are arranged on the ship diagram as a row of four
boxes, containing an H or P identifier as appropriate and a number that represents
the actual capacity of the space. The larger spaces are placed first (to the left), and are
the first to be crossed off as damage is taken.
Note that specialist areas on other ships may be represented in the same way as cargo
and passenger space using exactly the same rules - for survey ships space devoted to
scientific staff and lab facilities can be represented by boxes marked S, and naval
troop carriers will have T boxes to represent their troop accommodations.
9) SHIPS FIRE
Starting with the player who WON the initiative roll in phase 2, each
player alternates in firing any/all weapon systems on ONE ship at one or
more targets subject to available fire control. Damage caused is applied
immediately, and threshold damage checks are made where applicable as
soon as all weapons fired by one ship at that one target have been used.
externally carried one-salvo launch racks (termed Salvo Missile Racks, or SMR).
If SMLs are fitted to a ship, the launcher itself takes 3 MASS while each salvo load
carried in the internal magazines takes up 2 MASS for standard missiles and 3 MASS for
enhanced-range types. An external SMR takes 4 MASS for the complete rack including a
standard missile salvo, or 5 MASS for a rack with an ER salvo.
One SML may fire one salvo per turn provided ammunition is left in the magazines; one
SMR may fire its salvo load at any time, but is then empty until replenished from a
base or fleet auxiliary. SMRs provide the cheapest maximum throw weight, since
every missile on the ship may be fired at the same time if desired; for extended
operations, however, one or two conventional launchers backed up by a good magazine
capacity is the most flexible and cost-effective solution.
In general, SMRs tend to be fitted to smaller craft where the saving in mass is critical
(and the ship may well not survive long enough to fire more than one or two salvoes
anyway!), while SMLs and magazines are used more on larger classes which need
sustained fire capability.
Examples: Fitting one SMR (assuming standard missiles) takes 4 MASS, as opposed to the
5 MASS needed for an SML with the same one salvo; however, one SML with a 2-salvo
magazine takes only 7 MASS against the 8 needed for a pair of SMRs - though the ship
with the single SML and the magazine can only fire one salvo per turn, while the twinSMR ship can fire both at once.
As the weapon load increases, the difference becomes more significant still - if you
had 40 MASS available on a very large warship you could, if desired, fit 10 SMRs and be
able to deliver all ten salvoes simultaneously, but the same 40 MASS would allow you
to fit (say) four SML tubes and a 14-salvo magazine to feed them.
MAGAZINE CAPACITIES
Missile Salvoes for SMLs take up Magazine Capacity at the rate of 2 MASS per standard
salvo, and 3 per enhanced-range salvo. The MASS allocated to magazine space during a
ships design stage may be broken down into separate magazines at the designers
discretion, but with the following important limitation: any one Launcher system may
only be fed from ONE magazine, though a single magazine may feed more than one
launcher. Thus if a ship has 2 SMLs and 8 MASS of magazine space, the designer may
decide to fit just a single 8-space magazine feeding both launchers, or could give each
launcher its own 4-space magazine instead. The disadvantage of the single magazine is
that all the SM capability could be lost with one bad threshold roll (as one magazine is
rolled for as a single system, regardless of its capacity or the number of salvo loads in
it); on the other hand, with two smaller magazines the player does not have to option
to feed missiles to either launcher - if one launcher is lost while it still has missiles in
its dedicated magazine, those missiles are useless; they cannot be fired by another
undamaged launcher that was not originally fed from that magazine.
The intended type of loadout is another factor to consider when installing missile
magazines - in the example above, the ship with a single MASS 8 magazine could
choose its loadout as 4 x standard salvoes or 1 x standard and 2 x ER salvoes (a 2 x
standard and 1 x ER loadout is also allowed, but wastes 1 space in the magazine). If
the same ship had 2 x MASS 4 magazines, however, carrying any ER salvoes would be
much less efficient - the spare space in each magazine would be wasted.
The SM Magazine icon is a box linked by lines to the SM Launcher(s) it feeds; the
number of salvoes carried in the magazine is indicated by small arrowhead icons within
the box, which are crossed off as they are fired. For a STANDARD SM salvo leave the
arrowhead white, and for an ER salvo shade it in black. SM Launchers have a black
arrowhead in the actual launcher icon, but this has no bearing on the load carried in
the magazine - SM RACKS, on the other hand, have either a white or black icon
according to the load carried.
[Note that the ship designs in this book all assume standard salvo loads in the
magazines - if you wish to load a ship with ER salvoes then shade in the required number
of salvo icons and delete any unwanted ones - eg: if a ship design shows 3 standard salvo
icons in a MASS 6 magazine, and you wish to use 2 ER salvoes instead, shade two icons
black and cross off the third one.]
SML with 3 x
standard salvoes in
capacity 6 magazine
Salvo Missile systems come in two types: reloadable launching tubes (denoted Salvo
Missile Launchers, or SML) which are fed from internal missile magazines, and
SML with 2 x ER
salvoes in capacity
6 magazine
SMR with ER
salvo missile load
SHIP DESIGN
NEW SHIP DESIGN SYSTEM
The new design system presented here is intended to completely replace the original
system given in Chapter 7 of the Full Thrust (2nd edition) rulebook. DO NOT mix parts
of the two systems when designing a ship, as the results will be very odd!
strengthening etc. It is entirely separate from the ARMOUR used (if any), which is
external protection - it is perfectly possible to have a ship with a FRAGILE hull
structure but lots of armour around it; in such a case the ship will be fine UNTIL some
damage manages to get through the armour, in which case the hull integrity will fail
very quickly!
The new system requires just a little more calculation than the old one, as some ship
systems now take up percentages of the total ship mass, rather than being fixed values
- however it is still a very quick and simple mechanism, and once used to it you should
be able to generate new ship designs with as much ease as under the original system.
STRONG hull:
SUPER hull:
The TOTAL MASS of a given hull is a representation of the CAPACITY of that hull for
outfitting it with drives, weapons, defensive systems etc. This total MASS figure is used
to refer to the size of the ship - e.g.: a size 25 ship could be fitted with a maximum of
25 MASS of systems. Note that the MASS ratings of systems are abstract figures used to
indicate the required volume, power requirements etc. rather than an exact measure of
the bulk or weight of a given system - if you assume that (in a given background) one
MASS is equivalent to around 100 tonnes, then a MASS 1 system (such as a Point
Defence installation) will not necessarily weigh in at 100 tonnes; it will, however,
require 100 tonnes (1 MASS) of hull capacity to mount the system and its
infrastructure, control and power requirements, sensors, crew etc. etc.
Examples:
WEAK hull:
MASS 60 ship:
FRAGILE hull:
6 MASS
Hull Boxes = 6
WEAK hull:
12 MASS
Hull Boxes = 12
(2/2/1/1)
(3/3/3/3)
AVERAGE hull:
18 MASS
Hull Boxes = 18
(5/5/4/4)
STRONG hull:
24 MASS
Hull Boxes = 24
(6/6/6/6)
SUPER hull:
30 MASS
Hull Boxes = 30
(8/8/7/7)
STEP 1:
Decide on the overall size of your ship - the total MASS rating.
In general terms, decimals of .49 and less should be rounded DOWN, while those of .5
or higher should round UP. The only specific exception to this rule is in the case of
Thrust Factors, as explained below.
STEP 2:
Choose the HULL INTEGRITY level for the ship, from the following five options:
For example, if you are building a MASS 64 ship then the 10% required for the FTL drive
will be 6.4, which will round down to 6. If the same ships Main Drive is thrust-4,
however, this will take 20% = 12.8, which will round UP to 13 MASS. In general, most
designs will come out about even in the rounding of factors; occasionally a ship may
end up fractionally better or worse off that another of broadly similar design, but that
shouldnt be a serious problem - besides, if we dont give the maximisers and number
crunchers SOMETHING to work at theyll all get bored!
IMPORTANT: Note that NO single system can ever be rounded down to MASS 0. A very tiny
ship of (say) MASS 4 will still have to pay 1 MASS for an FTL drive (even though 10% for
it is only 0.4). Thus the smallest possible FTL-drive ship is actually a MASS 3 scout or
courier boat, that will use 1 MASS for Hull Integrity (an Average hull at 30%), 1 MASS
for FTL drive (the smallest unit available) and 1 MASS for Main Drive (for which it could
get thrust-6). The boat would be unarmed, and have just 1 damage box.
The smallest usable combat ship will be around 5 or 6 MASS, which will get you a tiny
armed scout or light corvette with a single fire control and probably only a single small
weapon system, crewed by a handful of VERY brave spacers.....
ATMOSPHERIC STREAMLINING
The provision of a streamlined hull to permit in-atmospheric operations consumes some
of a ships available MASS; this represents the necessary aerofoils, control surfaces and
heatshields as well as the reduction in usable internal capacity caused by the
streamlined hull shape.
Example: We are building a Heavy Cruiser - sized vessel, and decide on a total MASS of
85. The basic POINTS COST of the basic hull will be the same as the MASS, i.e.: 85 points.
FRAGILE hull:
WEAK hull:
SUPER hull:
The MASS used for hull integrity is the given % of the total mass of the ship; the same
number gives the HULL BOXES that the ship has to absorb damage points. The hull
boxes are arranged in four rows to form the DAMAGE TRACK for the ship.
The POINTS COST of the hull integrity is TWICE the MASS used on it.
Example: We decide to give our Heavy Cruiser an AVERAGE hull integrity. This will use up
30% of the total 85 MASS, or 26 MASS (actually 25.5, rounded up). The points cost of
the hull integrity will be 2 x the MASS used, i.e.: 2 x 26 = 52 points.
For HULL BOXES (or Damage Boxes) the chosen hull integrity gives the ship 26 Hull
Boxes that will be arranged as 7/7/6/6.
STEP 3:
Choose and fit DRIVES to the ship: if selecting an FTL drive to give the ship an
interstellar capability, this will require 10% of the total MASS. Decide on the required
THRUST FACTOR for the ships main drives, which use up MASS at the rate of 5% of total
ship mass per thrust factor.
The POINTS COST of the total drive package is TWICE the MASS used on it.
In MORE THRUST, two types of aerodynamic hull were considered - FULLY and PARTIALLY
streamlined. These classifications (and their effects) are retained under the new design
system, but they now require MASS on the ship thus:
Example: Our Heavy Cruiser needs an FTL drive, which will require 10% of the total ship
mass (= 8.5 mass, rounded up to 9); we also decide on THRUST-4 for the Main Drive,
which takes 4 x 5% = 20% of ship mass, i.e.: 17 mass. Total mass of drive package is
thus 26 mass. Points cost for the drives is 26 x 2 = 52 points.
PARTIAL STREAMLINING uses 10% of the ships total MASS, while FULL STREAMLINING
uses 20% of the ships total MASS. The POINTS COST of streamlining is 2 points per
MASS used for the aerodynamics.
We now have a hull with drive systems installed; the total MASS used so far is 26 + 26 =
52, leaving 85 - 52 = 33 mass for fitting the ship out with other systems. The points cost
so far is 85 + 52 + 52 = 189.
Example: to give a MASS 50 ship partial streamlining will use 5 MASS and cost an
additional 10 points on top of the basic hull cost; to give the same ship FULL
streamlining will use 10 MASS and cost 20 points.
STEP 4:
Both MASS and points cost of streamlining are in addition to the costs of the basic hull
strength chosen for the ship (see below).
MASS and POINTS values of the various systems are set out in the systems table.
Select the desired mix of offensive and defensive systems to fit to the ship, according
to its intended role.
Example: The Heavy Cruiser we are designing is intended as a multi-role ship, for both
extended patrols and as a combat ship to support the main battleline. Accordingly, we
decide on a balanced mix of offensive and defensive systems to cope with a wide variety
of possible threats.
We choose to fit TWO standard Fire Control systems to the Cruiser, costing 1 MASS each.
This leaves us 31 MASS to play with.
The main offensive punch of the ship will be a mix of beam batteries and salvo missiles we decide on two class-3 batteries each bearing through 2 arcs (each will bear Fore and
one of the Fore Side arcs, to give overlapping coverage), at 5 MASS each, one class-2
10
SHIP DESIGN
battery with all-round fire (at 3 MASS), plus a backup armament of 2 class-1 batteries at
1 MASS each. A single Salvo Missile Launcher is mounted forward (covering the front 180
degree zone) at 3 MASS, with a magazine holding 3 standard salvoes (3 x 2 = 6 MASS).
Total offensive systems mass is 5 + 5 + 3 + 1 + 1 + 3 + 6 = 24.
We thus have 7 MASS left for defensive systems to protect the ship; we decide on a good
active defence capability of three Point-Defence Systems (PDS) at 1 MASS each, leaving
us 4 MASS to use up. We could spend this on 4 boxes of Hull Armour, or alternatively we
could fit a level-1 Screen generator for 4 MASS (5% of 85 = 4.25, rounded down to 4).
On balance, we decide the Screen would be of more value, and go for that option.
So, the total systems fit for the ship is:
Basic Hull
(MASS 85)
Points cost
85
Hull Integrity
MASS 26
Points cost
52
FTL Drive
MASS 9
Points cost
18
MASS 17
MASS 52
Points cost
Points cost
34
189
Points cost
30
MASS 3
Points cost
Class 1 Batts x 2
MASS 2
Points cost
FCS x 2
MASS 2
Points cost
SML x 1
MASS 3
Points cost
SM magazine (3 loads)
MASS 6
Points cost
18
Screen level-1
MASS 4
Points cost
12
PDS x 3
MASS 3
Points cost
Sub-totals:
MASS 33
Points cost
95
TOTALS:
MASS 85
Points cost
290
Systems
Status Display
Display
Status
Systems
Ship Diagram for
the Mass 85
Heavy Cruiser
described in the
example above.
MASS:
POINTS COST:
BASIC CONSTRUCTION
BASIC HULL
MASS x 1
HULL INTEGRITY
FRAGILE hull
WEAK hull
AVERAGE hull
STRONG hull
SUPER hull
HULL ARMOUR (per box)
MASS x 2
MASS x 2
MASS x 2
MASS x 2
MASS x 2
MASS x 2
DRIVE SYSTEMS
MAIN DRIVES
FTL DRIVES
MASS x 2
Total MASS x 3
Total MASS x 3
Total MASS x 3
MASS 1
3 Points
9 Points
3 x magazine MASS
SUBMUNITIONS PACK
MASS 1
3 Points
NEEDLE BEAM
MASS 2
6 Points
Total MASS x 3
3
2
4
OPTIONS FOR THE EXAMPLE
There are any number of different choices we could have made when designing the
Cruiser example above - some may have resulted in a better ship, some a worse one,
though the true value of any design is really dependant on the threat it is facing at any
given time.
If we had wanted to give our Cruiser a Fighter complement, we could have made space
for this by dropping the SML and magazine, giving us the 9 MASS that one fighter
group and its hangar bay requires. Alternatively, replacing the SML and its magazine
with all Beam weapons would have given us a ship that could sustain its fire longer (as
beams dont run out of ammo like the SM systems do) but would have not been able to
deliver such a hard punch at the (hopefully) vital moment in the battle!
We could have chosen to drop the Hull Integrity to WEAK rather than AVERAGE, saving
us 9 MASS that could have then been spent on Armour or other systems, but then the
ship would only have had 17 Damage Boxes (arranged 5/4/4/4); fitting 9 boxes of
armour would have boosted its survivability considerably, but only until it met a
weapon that penetrated the armour and struck directly at its weaker hull. While it is of
course possible to optimise a ship or fleet to take on a specific opposition, wellbalanced designs will more often be the best option - if your regular opponent always
seems to use beam-heavy ships then you might feel like leaving off things like PDS and
armour in favour of better screens, until he turns up next week with some new designs
sporting SMLs and fighter bays!
NOVA CANNON
MASS 20
WAVE GUN
MASS 12
60 Points
36 Points
MINELAYER
MINESWEEPER
MASS 5
15 Points
MASS 2
6 Points
REFLEX FIELD
MASS 10
(or 10% of ship MASS if greater)
Total MASS x 6
CLOAKING FIELD
MASS 2
(or 10% of ship MASS if greater)
Total MASS x 10
ORTILLERY SYSTEM
MASS 3
9 Points
HANGAR BAY:
(+craft)
Bay MASS x 3
POINT-DEFENCE SYSTEM
MASS 1
3 Points
MASS 1
4 Points
8 Points
CARGO/PASSENGER SPACE
No cost
LEVEL-1 SCREEN
MASS 3
(or 5% of ship MASS if greater)
MASS x 3
LEVEL-2 SCREEN
MASS 6
(or 10% of ship MASS if greater)
MASS x 3
FIGHTER TYPES:
All fighters require 1.5 MASS of hangar bay space per fighter,
so a standard hangar for a 6-fighter group is 9 MASS.
Points costs are: (per group of 6):
Standard fighters
18 points (3 each)
Heavy fighters
30 points (5 each)
Fast fighters
24 points (4 each)
Interceptor fighters
18 points (3 each)
Attack fighters
24 points (4 each)
Long-Range fighters
24 points (4 each)
Torpedo fighters
36 points (6 each)
[PLEASE NOTE THAT THE SPECIALISED FIGHTER TYPES LISTED ABOVE ARE DESCRIBED
IN THE "MORE THRUST" SUPPLEMENT.]
Interface Craft and other light vessels are costed at 2 points per MASS of the craft.
E.g. a MASS 10 Interface Lander would cost 20 points and require 15 MASS of available
hangar bay space on its carrying ship.
11
SHIP DESIGN
NEW-STYLE SHIP DIAGRAM
The ship designs given in this book all use a redesigned ship diagram as illustrated
below - please note that this is NOT an actual ship design, just a key to the symbols
and icons used!
Systems Status
Status Display
Display
Systems
Class 1 Beam Battery
(6 arc fire)
Screen (Level 1)
Submunition Pack
firing F only
Armour
Damage Track
Command Bridge Icon
Abbreviation
MASS RANGE
Scout or Courier
SC
MASS 4-10
Corvette
CT
MASS 8-16
Frigate
FF
MASS 14-26
Destroyer
DD
MASS 24-36
DH
MASS 30-50
Light Cruiser
CL
MASS 40-60
CE
MASS 50-70
Heavy Cruiser
CH
MASS 60-90
BC
MASS 80-110
Battleship
BB
MASS 100-140
BDN
MASS 120-160
Dreadnought
DN
MASS 140-180
Superdreadnought
SDN
MASS 160+
Escort Carrier
CVE
MASS 80-140
Light Carrier
CVL
MASS 120-180
Heavy Carrier
CVH
MASS 160+
Attack Carrier
CVA
MASS 150+
SALVO MISSILES
BEAM BATTERIES
Maximum range 24". 1 D6 missiles per salvo will be on target, minus any stopped
by defensive fire. Screens do not affect damage.
Maximum range and number of dice rolled per shot is according to Battery class
(see chart below). Screens reduce damage as noted.
Damage is as per table, with rerolls on scores of 6. All initial damage is taken from
ARMOUR (if any), but REROLL damage applied directly to HULL even if armour
boxes remain.
Damage is 1D6 per missile that hits, NO rerolls. Half the damage scored by each
missile (rounded UP) is taken on ARMOUR (if any), remainder on HULL.
Extended Range Salvoes exactly as standard SM, except maximum range is 36".
ICONS
Note: Class 1 batteries ONLY may fire in limited PDS mode; roll 1 die per battery,
scores of 5 or 6 kill 1 fighter or 1 missile from SM salvo (reroll on 6).
Dice at range:
Class 1 Battery
Class 2 Battery
Class 3 Battery
Class 4 Battery
0-12
1
2
3
4
12-24
1
2
3
24-36
1
2
36-48
1
Class-1 Battery
6 fire arcs
Maximum range 18"; at 0-6" roll 3 dice, at 6-12" 2 dice and at 12-18" one die only.
Screens do not affect damage.
Damage is as per Beam fire dice, with rerolls on 6. All initial damage is taken from
ARMOUR (if any), but REROLL damage applied directly to HULL. ICON
6 = 2 DP + reroll
6 = 2 DP + reroll*
6 = 1 DP + reroll*
Class-2 Battery
3 fire arcs
PULSE TORPEDOES
Maximum range 30"; at 0-6" a hit is scored on 2+, at 6-12" on 3+ , at 12-18" on
4+, at 18-24" on 5+ and at 24-30" on 6 only. Screens do not affect damage.
Damage per hit is 1D6, NO reroll. Half the damage scored (rounded UP) is taken on
ARMOUR (if any), remainder on HULL.
ICONS
1 fire arc
SM Launcher
(with magazine)
SUBMUNITION PACKS
SM Rack
(no magazine)
3 fire arcs
NEEDLE BEAMS
Maximum range 12"; firer must nominate target system and roll 1 die. On score of
6, target system is knocked-out and 1 DP is applied to HULL (weapon ignores
ARMOUR). On score of 5, target system is unaffected but 1 DP is still inflicted on
hull. Rolls of 1-4 are no effect. Screens do not affect damage. ICON
Against Fighters or SMBs, roll 1 die per PDS: 1-3 = no effect, 4-5 kills ONE fighter
or missile, 6 kills TWO and allows a reroll (reroll kills are same as for first die roll).
On its own, a PDS may only protect the ship it is mounted on, but linked to an
ADFC it may be used to engage anything that is attacking another ship within 6".
PDS may fire in a limited antiship mode instead of point-defence mode, at targets
within 6" only - roll 1 die, scores of 6 inflict 1 DP on ARMOUR (if any), or HULL if
no armour. There are no rerolls. Scores of 1-5 are no effect. Screens do not affect
damage. PDS fire does NOT require an active FireCon system, even in its antiship
mode - the installation has its own integral shortrange FireCon. ICON
ADFC (AREA-DEFENCE FIRECONTROL)
An enhanced FireCon system that allows a ship to protect other nearby ships with
its PDS. One ADFC allows the ships PDS (any number of them) to fire at any
combination of threats (Fighters, SMBs etc) that are directly attacking one friendly
ship that is within 6" of the ADFC-carrying ship. Any PDS used in this mode may
not fire in other modes in the same turn. PDS used in AD mode roll dice and score
kills exactly as normal PDS fire. An ADFC functions ONLY as an enhanced PDS firedirector link, and may NOT be used as a normal Fire Control System. ICON
12
Systems Status
Status Display
Display
Systems
1
TMF: 6
NPV: 21
4
SERVICE DETAILS:
First entered service: 2163
Currently in NAC service: 70
Lost in action: 22
Decommissioned/scrapped: 12
Relegated to reserve fleet: 31
Sold to other forces: 45
Under construction: Nil
Procurement cost: 210 MUcr.
TECHNICAL SPECIFICATIONS:
Classification:
Displacement:
Hull type:
Crew:
Armament:
Arapaho class
CORVETTE
Scoutship
600 Tonnes [MASS Factor 6]
Average [Hull Integrity 2]
2 officers, 4 ratings [Crew Factor 1]
1 x Class 1 battery
Defences:
Sensor suite:
None
Standard sensors,
1 Fire-control system
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
Though lighter than some other navies' Corvette classes, the Arapaho is a
capable little combat ship for its size; while never intended to cross swords
with the enemy battleline, it can give a good account of itself against other
light escort classes. A particular design feature is the choice of a small amount
of hull armour over a comparatively frail hull structure, which increases the
little ship's survivability considerably. A common variant, known as the Arapaho
Brave, mounts a submunition pack in place of one of the class-1 beam systems.
TECHNICAL SPECIFICATIONS:
Classification: Corvette
Displacement: 1200 Tonnes
[MASS Factor 12]
Hull type:
Weak [Hull Integrity 2]
Crew:
3 officers, 9 ratings
[Crew Factor 1]
Armament:
2 x Class 1 batteries
Defences:
1 Point Defence System
Grade 1 Armour
Sensor suite: Standard sensors,
1 Fire-control system
Drive systems: Main Drive rating 6,
FTL (Jump) Drive.
Systems Status
Status Display
Display
Systems
1
SERVICE DETAILS:
First entered service: 2173
Currently in NAC service: 87
Lost in action: 31
Decommissioned/scrapped: 6
Relegated to reserve fleet: 19
Sold to other forces: 15
Under construction: 33
Procurement cost: 410 MUcr.
TMF: 12
NPV: 41
13
Systems Status
Status Display
Display
Systems
TMF: 18
NPV: 61
SERVICE DETAILS:
First entered service: 2169
Currently in NAC service: 104
Lost in action: 38
Decommissioned/scrapped: 29
Relegated to reserve fleet: 17
Sold to other forces: 43
Under construction: Nil
Procurement cost: 610 MUcr.
6
TECHNICAL SPECIFICATIONS:
Classification: Frigate
Displacement: 1800 Tonnes
[MASS Factor 18]
Average
Hull type:
[Hull Integrity 5]
4 officers, 14 ratings
Crew:
[Crew Factor 1]
2 x Class 1,
1 x Class 2 batteries
1 Point Defence System
Defences:
Sensor suite: Standard sensors,
1 Fire-control system
Drive systems: Main Drive rating 6,
FTL (Jump) Drive.
Armament:
The Minerva is the class name of the second-generation refit of the earlier
Miyazaki class frigates; all but a small handful of Miyazaki class ships
(originally built in the early 2160s) were stripped and rebuilt to the
Minerva specification during an extended refurbishment programme
between 2169 and 2173. The main class variant is the Minerva/A, which
has only one class-1 beam battery for offensive fire but carries an AreaDefence Fire Control system and an additional PDS installation in place of
the class-2 battery and the other class-1; this version is commonly used
as an anti-fighter close escort for merchant convoys and support ships.
Systems Status
Status Display
Display
Systems
1
TECHNICAL SPECIFICATIONS:
TMF: 24
NPV: 81
Classification: Frigate
Displacement: 2400 Tonnes
[MASS Factor 24]
Hull type:
Average
[Hull Integrity 7]
Crew:
5 officers, 19 ratings
[Crew Factor 2]
14
Armament:
2 x Class 1,
2 x Class 2 batteries
Defences:
1 Point Defence System
Sensor suite: Standard sensors,
1 Fire-control system
Drive systems: Main Drive rating 6,
FTL (Jump) Drive.
Systems Status
Status Display
Display
Systems
TMF: 30
NPV: 100
SERVICE DETAILS:
First entered service: 2166
Currently in NAC service: 35
Lost in action: 28
Decommissioned/scrapped: 7
Relegated to reserve fleet: 23
Sold to other forces: 21
Under construction: Nil
Procurement cost: 1000 MUcr.
TECHNICAL SPECIFICATIONS:
Classification: Destroyer
Displacement: 3000 Tonnes
[MASS Factor 30]
Average
Hull type:
[Hull Integrity 9]
6 officers, 24 ratings
Crew:
[Crew Factor 2]
2 x Class 1, 2 x Class 2
batteries
2 Point Defence Systems
Defences:
Sensor suite: Standard sensors,
1 Fire-control system
Drive systems: Main Drive rating 6,
FTL (Jump) Drive.
Armament:
TECHNICAL SPECIFICATIONS:
Classification: Light Cruiser
Displacement: 5000 Tonnes
[MASS Factor 50]
Hull type:
Average [Hull Integrity 15]
Crew:
9 officers, 41 ratings
[Crew Factor 3]
Armament:
2 x Class 1,
3 x Class 2 batteries
Defences:
SERVICE DETAILS:
First entered service: 2177
Currently in NAC service: 56
Lost in action: 15
Decommissioned/scrapped: 2
Relegated to reserve fleet: 5
Sold to other forces: 9
Under construction: 4
Procurement cost: 1670 MUcr.
The Huron is a rebuild of the earlier Hoshino class hulls that were built between 2157
and 2165; the lack of a suitable replacement CL design in the mid-2170s caused the
Admiralty to look at ways of extending the service life of the obsolescent Hoshinos,
and the Huron was the outcome of the project study. Projected operational life of the
totally-refitted ships is now well into the 2190s, and there are even a handful of new
hulls being built to the updated design.
15
TMF: 50
NPV: 167
TECHNICAL SPECIFICATIONS:
TMF: 64
NPV: 219
Systems Status
Status Display
Display
Systems
2
Escort Cruiser
6400 Tonnes [MASS Factor 64]
Average [Hull Integrity 19]
11 officers, 53 ratings
[Crew Factor 4]
1 x Class 1, 2 x Class 2,
Armament:
1 x Class 3 batteries
1 Pulse Torpedo Tube
3 Point Defence Systems
Defences:
Level 1 Screens
Grade 3 Armour
Sensor suite: Standard sensors,
2 Fire control systems,
1 Area Defence control system
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
Classification:
Displacement:
Hull type:
Crew:
2
1
3
The Furious is the most common NAC medium
cruiser, and is a well-armed ship suitable for
both escort duties and patrol missions. A level1 screen system and a small amount of
additional hull armour give it reasonable
survivability in combat. A specialised Salvo
Missile armed variant of the Furious class is in
service, which dispenses with the class 3
battery, the ADFC and the P-torp tube in order
to make space for one SM launcher and a 3salvo (MASS 6) magazine, plus an additional
class-1 beam battery.
SERVICE DETAILS:
First entered service: 2174
Currently in NAC service: 36
Lost in action: 7
Decommissioned/scrapped: 5
Relegated to reserve fleet: 12
Sold to other forces: 4
Under construction: Nil
Procurement cost: 2190 MUcr.
TMF: 80
NPV: 261
Systems
Status Display
Display
Status
Systems
1
SERVICE DETAILS:
TECHNICAL SPECIFICATIONS:
Classification:
Displacement:
Hull type:
Crew:
Armament:
Heavy Cruiser
8000 Tonnes [MASS Factor 80]
Average [Hull Integrity 24]
9 officers, 41 ratings
[Crew Factor 4]
1 x Class 1, 2 x Class 2,
1 x Class 3 batteries
Defences:
16
Systems Status
Status Display
Display
Systems
1
3
2
TECHNICAL SPECIFICATIONS:
Classification: Battlecruiser
Displacement: 10600 Tonnes
[MASS Factor 106]
Average [Hull Integrity 32]
Hull type:
15 officers, 91 ratings
Crew:
[Crew Factor 6]
2 x Class 1, 1 x Class 2,
Armament:
2 x Class 3 batteries
1 Salvo Missile Launcher
3 Point Defence Systems
Defences:
Level 1 Screens
Grade 5 Armour
Sensor suite: Standard sensors,
3 Fire control systems
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
4
TMF: 106
NPV: 358
SERVICE DETAILS:
First entered service: 2164
Currently in NAC service: 32
Lost in action: 10
Decommissioned/scrapped: 10
Relegated to reserve fleet: 12
Sold to other forces: 6
Under construction: Nil
Procurement cost: 3580 MUcr.
Developed from the Victoria class BB, the Majestic BCs are a slightly lighter version designed for fleet task force
operations; with Missile-based primary armament the Majestics rely more on fleet logistic support than the beam and
torp-armed Victorias do, and thus are seldom used on independant patrol duties. The class has nonetheless proved itself a
worthy addition to the lighter side of the battle line over its years of service, and though a number are now being moved
to the reserve to make way for newer designs the Majestic is expected to serve well into the late 2180s or beyond.
TECHNICAL SPECIFICATIONS:
Battleship
12000 Tonnes [MASS Factor 120]
Average [Hull Integrity 36]
18 officers, 102 ratings
[Crew Factor 6]
Armament:
2 x Class 1, 1 x Class 2,
3 x Class 3 batteries,
2 Pulse Torpedo TubeS
Defences:
3 Point Defence Systems
Level 1 Screens, Grade 5 Armour
Sensor suite: Standard sensors,
3 Fire-control systems
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
Classification:
Displacement:
Hull type:
Crew:
Systems
Status Display
Display
Status
Systems
2
4
The Victoria class BBs are wellarmed and agile ships for their
tonnage; their lack of expendableordnance weapons systems makes
them ideal for long-range
independant patrol missions, and
they have served well in this
function for many years. The NAC
fleet contains a number of other
Battleship classes, including some
very mission-specific designs, but
none have been built in the
quantities of the Victoria or gained
as many honours in battle.
SERVICE DETAILS:
TMF: 120
NPV: 406
17
SERVICE DETAILS:
First entered service: 2178
Currently in NAC service: 16
Lost in action: 5
Decommissioned/scrapped: Nil
Relegated to reserve fleet: Nil
Sold to other forces: 2
Under construction: 5
Procurement cost: 4720 MUcr.
(Plus Fighter costs)
Systems Status
Status Display
Display
Systems
1
Classification: Battledreadnought
Displacement: 14000 Tonnes
[MASS Factor 140]
Average [Hull Integrity 42]
Hull type:
21 officers, 119 ratings
Crew:
[Crew Factor 7]
plus Fighter pilots
2 x Class 1, 1 x Class 2,
Armament:
3 x Class 3 batteries
1 Pulse Torpedo Tube
3 Point Defence Systems
Defences:
Level 1 Screens
Grade 7 Armour
Sensor suite: Standard sensors,
3 Fire control systems,
Drive systems: Main Drive rating 4,
FTL (Jump) Drive
Hangar Bays: 1 bay for 6 Fighters.
Systems Status
Status Display
Display
Systems
3
TECHNICAL SPECIFICATIONS:
TMF: 190
NPV: 642
TECHNICAL SPECIFICATIONS:
Classification:
Displacement:
Hull type:
Crew:
Armament:
Superdreadnought
19000 Tonnes [MASS Factor 190]
Average [Hull Integrity 57]
28 officers, 162 ratings
[Crew Factor 10]
Plus Fighter pilots
2 x Class 1, 2 x Class 2,
3 x Class 3 batteries,
2 Pulse Torpedo Tubes
Defences:
18
SERVICE DETAILS:
First entered service: 2170
Currently in NAC service: 12
Lost in action: 4
Decommissioned/scrapped: 2
Relegated to reserve fleet: Nil
TECHNICAL SPECIFICATIONS:
The Inflexible class CVLs are intended mainly for duty in smaller task
forces where the use of a supercarrier (an Ark Royal or similar class) is
not warranted. Their fighter complement, while not huge, is enough to
support light fleet and interface operations and an Inflexible will often
be attached to the naval assets of a planetary assault mission. A
number of Inflexibles have now been sold off to third-line states, and
one is used by Fighter Operations Training Command as a flagship and
pilot training vessel. Like all NAC carriers, the Inflexible's system
installations are primarily defensive, including significant screen
systems and hull armour.
Systems
Status Display
Display
Systems
Status
1
SERVICE DETAILS:
First entered service: 2168
Currently in NAC service: 10
Lost in action: 3
Decommissioned/scrapped: 4
Relegated to reserve fleet: 1
Sold to other forces: 6
Under construction: Nil
Procurement cost: 4830 MUcr.
(Plus Fighter costs)
SERVICE DETAILS:
The Ark Royal is the most numerous carrier class currently in NAC service;
introduced as a replacement for the Saratoga class, it follows standard NAC
doctrine of being primarily a fighter platform rather than a line-of-battle ship,
though its armament suite is sufficient to permit it to engage other shipping
directly should the need arise. The ships are well defended with screens, armour
and point-defence weaponry, but are still usually accompanied by a significant
escort force to keep major enemy units at bay.
Systems Status
Status Display
Display
Systems
1
TMF: 140
NPV: 483
TECHNICAL
SPECIFICATIONS:
Classification: Fleet Supercarrier
Displacement: 20000 Tonnes
[MASS Factor 200]
Hull type:
Weak
[Hull Integrity 40]
Crew:
33 officers, 167 ratings
[Crew Factor 10]
Plus Fighter pilots
Armament:
2 x Class 1,
2 x Class 2 batteries
Defences:
4 Point Defence Systems
Level 2 Screens,
Grade 12 Armour
Sensor suite: Standard sensors,
2 Fire-control systems
Drive systems: Main Drive rating 4,
FTL (Jump) Drive
Hangar Bays: 6 bays each holding
6 Fighters.
TMF: 200
NPV: 690
19
NSL KRIEGSRAUMFLOTTE
THE NEU SWABIAN LEAGUE SPACE FLEET (KRIEGSRAUMFLOTTE):
German is the official language for the NSL; the space naval arm of the NSL military is known as the Kreigsraumflotte (literally translated as "Space War Fleet"), usually written as
KRF, and their standard military ship prefix is KRS (for Kreigsraumschiff). Civilian vessels belonging to the NSL are simply prefixed RS, for Raumschiff.
The KRF emblem is a highly-stylised eagle symbol, which is commonly depicted in black, grey or silver without any background when applied to ship hulls; the full Naval ensign is
of the eagle in silver on a black field, while the national flag is the same design but with the eagle black against a red field.
HISTORY AND ORGANISATION:
When the NSL was formed in 2101 following the split of the old European Union, the fledgling European Space Force was also divided - the NSL and FSE each appropriated what
they could of the ESF ships and assets to create the beginnings of their own space navies. The Kriegsraumflotte was officially established in 2102 with a handful of primitive exESF ships, comprising a very few newly-built FTL-capable vessels and a number of insystemers. The first purely NSL-designed warship was the FTL cruiser KRS Wien, launched in
2109, the first of a class that eventually numbered 23 vessels and served well until the late 2130s. Since then the KRF has rapidly expanded to become one of the four major
Space Navies; it cannot yet rival the NAC or ESU fleets in terms of sheer tonnage, but it is still growing despite the attrition of the war years. The spirit and traditions of the KRF
can be traced back past the German forces of the early and mid Twentieth Century, to the Austro-Hungarian Navy of the Nineteenth Century and earlier.
The organisation of the KRF is structured as a number of Fleets with different areas of operation; First Fleet is the home defence force based in the Core and Inner worlds, Second
Fleet the Outer Colony defence units and Third Fleet is considered the "Strike Fleet" - based at Neu Salzburg, it is kept as a ready reserve for major operations. Logistic support
units are integral parts of each Fleet. Marine ground forces are provided from specially-trained units of the regular army seconded to Naval service as required.
Most of the KRF personnel are volunteers who sign up for either a five-year term or a full career. Conscription has been used at times during the Solar Wars, but it has generally
been found inefficient - good starship crew members require lengthy training and considerable dedication. Conditions on board KRF warships are not luxurious, but neither are
they unpleasant; the ships are utilitarian in design, but reasonable attention has been paid to the effects of living conditions on crew morale. Many KRF officers, both senior and
junior, come from the revived aristocratic families of the NSL member states which have a heritage of proud military service stretching back through many generations.
SHIP DESIGN DOCTRINE:
The ships of the KRF are generally heavily armed with beam weapons, with other systems such as missiles or pulse torpedoes only being mounted on a very few classes. NSL
doctrine is for powerful ships in offence and defence, with mobility a lower priority - thrust levels tend to be low, and most large classes have only thrust-2 drives. NSL military
hulls are boxy and solid, and hull armour is used extensively, but energy screens are not carried. Active defences are seen as a priority, and most ships carry extensive pointdefence installations. Fighter operations are based around small numbers carried on the large general combat ships rather than specific carrier designs.
TECHNICAL SPECIFICATIONS:
Classification:
Displacement:
Hull type:
Crew:
Armament:
Scoutship
800 Tonnes [MASS Factor 8]
Average [Hull Integrity 2]
3 officers, 5 ratings [Crew Factor 1]
1 x Class 1 battery
Grade 1 Armour
Standard sensors,
1 Fire-control system
Drive systems: Main Drive rating 6,
FTL (Jump) Drive.
Defences:
Sensor suite:
Systems Status
Status Display
Display
Systems
1
The Falke is the primary NSL scout vessel and is widely used for reconnaissance and courier
duties. Its armoured hull gives it better survivability against enemy light units than many
other scout ships, but the trade-off for this is its very light armament - a single Class-1
beam battery, which does dual service as a point-defence and light anti-ship weapon. There
is a stripped-down "strike" version of the Falke which removes the hull armour and mounts
a single disposable submunition pack in addition to the beam system.
TMF: 8
NPV: 27
TMF: 14
NPV: 47
Systems Status
Status Display
Display
Systems
2
SERVICE DETAILS:
First entered service: 2174
Currently in NSL service: 51
Lost in action: 17
Decommissioned/scrapped: 5
Relegated to reserve fleet: 12
Sold to other forces: 9
Under construction: 22
Procurement cost: 470 MUcr.
TECHNICAL SPECIFICATIONS:
The Stroschen follows standard NSL design doctrine in being
relatively unmanoeuvrable, with a low thrust rating for a Corvette
class ship, but being well-protected with hull armour and mounting
an effective weapon; the single Class-2 beam system outranges the
weaponry of many other nations' Corvettes, and can do significant
damage to other ships.
Classification:
Displacement:
Hull type:
Crew:
Armament:
20
Corvette
1400 Tonnes [MASS Factor 14]
Average [Hull Integrity 4]
4 officers, 10 ratings [Crew Factor 1]
1 x Class 2 battery
Defences:
NSL KRIEGSRAUMFLOTTE
TECHNICAL SPECIFICATIONS:
Classification: Frigate
Displacement: 2000 Tonnes
[MASS Factor 20]
Average
Hull type:
[Hull Integrity 6]
5 officers, 15 ratings
Crew:
[Crew Factor 1]
The Ehrenhold is a fairly new design that began to replace the old
Nibelung class FFs in the late 2170s. It is a sturdy and well-defended ship
with a good offensive potential, and is often used on convoy protection
duties. The three ships listed as "sold to other forces" were not NSL castoffs, but a commercial order of new hulls for an undisclosed individual
purchaser - in accordance with UNSC-enforced treaties, the privatelyordered warship hulls were delivered without any weapons installations, a
deficiency which has doubtless been rectified by this time through
channels of questionable legality.
2 x Class 2 batteries
1 Point Defence System
Grade 2 Armour
Sensor suite: Standard sensors,
1 Fire-control system
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
Armament:
Defences:
Systems Status
Status Display
Display
Systems
TMF: 20
NPV: 67
SERVICE DETAILS:
First entered service: 2178
Currently in NSL service: 44
Lost in action: 12
Decommissioned/scrapped: 6
Relegated to reserve fleet: Nil
Sold to other forces: 3
Under construction: 16
Procurement cost: 670 MUcr.
Systems Status
Status Display
Display
Systems
1
TMF: 30
NPV: 100
SERVICE DETAILS:
First entered service: 2174
Currently in service: 59
Lost in action: 17
Decommissioned/scrapped: 4
Relegated to reserve fleet: 7
Sold to other forces: 5
Under construction: 12
Procurement cost: 1000 MUcr.
TECHNICAL SPECIFICATIONS:
Classification: Destroyer
Displacement: 3000 Tonnes
[MASS Factor 30]
Hull type:
Average
[Hull Integrity 9]
Crew:
7 officers, 23 ratings
[Crew Factor 2]
Armament:
2 x Class 1,
2 x Class 2 batteries
Defences:
2 Point Defence Systems
Grade 3 Armour
Sensor suite: Standard sensors,
1 Fire-control system
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
21
NSL KRIEGSRAUMFLOTTE
Systems Status
Status Display
Display
Systems
TMF: 30
NPV: 101
TECHNICAL SPECIFICATIONS:
Classification: Missile Destroyer
Displacement: 3000 Tonnes
[MASS Factor 30]
Average
Hull type:
[Hull Integrity 9]
7 officers, 23 ratings
Crew:
[Crew Factor 2]
1 x Class 1 battery
1 Salvo Missile Launcher
with capacity 4 magazine
1 Point Defence System
Defences:
Grade 2 Armour
Sensor suite: Standard sensors,
1 Fire-control system
Drive systems: Main Drive rating 4,
Armament:
SERVICE DETAILS:
First entered service: 2178
Currently in NSL service: 26
Lost in action: 7
Decommissioned/scrapped: 2
Relegated to reserve fleet: Nil
Sold to other forces: 2
Under construction: 14
Procurement cost: 1010 MUcr.
Systems Status
Status Display
Display
Systems
2
1
The Kronprinz Wilhelm is particularly well-protected for a Light Cruiser due to its
hull armour, and has so far proved to have good survivability in battle. It is liked by
its crews and officers, and has also become a popular export model for other navies
that use NSL-built equipment. The CL is designed both as a patrol craft and as an
anti-fighter ship to escort either merchant convoys or other warships; for this latter
role it carries three Point Defence systems and an ADFC installation, and a few have
been converted more specifically for the area-defence role with the addition of yet
another pair of PDS mounts in place of the fore-mounted Class-2 beam installation.
TMF: 48
NPV: 161
TECHNICAL SPECIFICATIONS:
Classification: Light Cruiser
Displacement: 4800 Tonnes
[MASS Factor 48]
Hull type:
Average
[Hull Integrity 14]
Crew:
9 officers, 39 ratings
[Crew Factor 3]
Armament:
2 x Class 1,
3 x Class 2 batteries
SERVICE DETAILS:
Defences:
22
NSL KRIEGSRAUMFLOTTE
Radetzky class ESCORT CRUISER
TMF: 58
NPV: 195
Systems Status
Status Display
Display
Systems
SERVICE DETAILS:
First entered service: 2177
Currently in NSL service: 22
Lost in action: 6
Decommissioned /scrapped: 2
Relegated to reserve fleet: Nil
Sold to other forces: 2
Under construction: 4
Procurement cost: 1950 MUcr.
2
1
1
2
TECHNICAL SPECIFICATIONS:
Classification: Escort Cruiser
Displacement: 5800 Tonnes
[MASS Factor 58]
Average
Hull type:
[Hull Integrity 17]
10 officers, 48 ratings
Crew:
[Crew Factor 3]
2 x Class 1,
Armament:
4 x Class 2 batteries
Systems Status
Status Display
Display
Systems
1
TMF: 82
NPV: 271
1
3
SERVICE DETAILS:
First entered service: 2169
Currently in NSL service: 28
Lost in action: 9
Decommissioned/scrapped: 5
Relegated to reserve fleet: 3
Sold to other forces: 6
Under construction: Nil
Procurement cost: 2710 MUcr.
TECHNICAL SPECIFICATIONS:
Classification: Heavy Cruiser
Displacement: 8200 Tonnes
[MASS Factor 82]
Hull type:
Average
[Hull Integrity 25]
Crew:
12 officers, 70 ratings
[Crew Factor 5]
Armament:
2 x Class 1, 2 x Class 2
2 x Class 3 batteries
Defences:
23
NSL KRIEGSRAUMFLOTTE
Maximilian class BATTLECRUISER
TMF: 100
NPV: 333
The Maximilian class BC is part of a design group first proposed in 2162, which
took five years to make it from drawing board to commissioning of the first hull.
After three years of official procrastination as to whether a new BC class was really
necessary, with the 2140-designed Bayern class having just undergone a major
update to extend their operational life into the mid-2170s, the outbreak of the
Third Solar War in 2165 finally convinced the NSL Government to approve funding
- the construction programme was rushed into operation at the Neu Salzburg yards
and the first three of the new BCs were commissioned in 2167. A number of the
older Maximilians are now being transferred to the reserve following the
introduction of their much modernised successor, the Richthofen class.
Systems Status
Status Display
Display
Systems
3
TECHNICAL SPECIFICATIONS:
1
3
Classification: Battlecruiser
Displacement: 10000 Tonnes
[MASS Factor 100]
Average
Hull type:
[Hull Integrity 30]
15 officers, 85 ratings
Crew:
[Crew Factor 5]
2 x Class 1, 2 x Class 2
Armament:
3 x Class 3 batteries
3 Point Defence Systems
Defences:
Grade 10 Armour
Sensor suite: Standard sensors,
3 Fire-control systems
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
SERVICE DETAILS:
TECHNICAL SPECIFICATIONS:
Classification: Battlecruiser
Displacement: 10400 Tonnes
[MASS Factor 104]
Hull type:
Average
[Hull Integrity 31]
Crew:
15 officers, 89 ratings
[Crew Factor 6]
Armament:
2 x Class 1, 2 x Class 2
4 x Class 3 batteries
Defences:
3 Point Defence Systems
Grade 6 Armour
Sensor suite: Standard sensors,
3 Fire-control systems
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
Systems Status
Status Display
Display
Systems
3
SERVICE DETAILS:
First entered service: 2179
Currently in NSL service: 24
Lost in action: 3
Decommissioned/scrapped: 1
Relegated to reserve fleet: Nil
Sold to other forces: Nil
Under construction: 7
Procurement cost: 3510 MUcr.
TMF: 104
NPV: 351
24
NSL KRIEGSRAUMFLOTTE
Maria Von Burgund class BATTLESHIP
SERVICE DETAILS:
First entered service: 2168
Currently in NSL service: 13
Lost in action: 4
Decommissioned/scrapped: 3
Relegated to reserve fleet: 3
Sold to other forces: 5
Under construction: Nil
Procurement cost: 4140 MUcr.
Classification: Battleship
Displacement: 12000 Tonnes
[MASS Factor 120]
Average
Hull type:
[Hull Integrity 36]
19 officers, 101 ratings
Crew:
[Crew Factor 6]
2 x Class 1, 2 x Class 2
Armament:
5 x Class 3 batteries
1 Pulse Torpedo Tube
4 Point Defence Systems
Defences:
Grade 10 Armour
Sensor suite: Standard sensors,
4 Fire-control systems
Drive systems: Main Drive rating 2,
FTL (Jump) Drive.
Systems Status
Status Display
Display
Systems
1
1
3
TECHNICAL SPECIFICATIONS:
3
3
TMF: 120
NPV: 414
The Maria Von Burgund class was designed by the same group as the Maximilian BC, and shares many important
features. It has relatively low powered drives which restrict its manoeuvrability somewhat, but it more than makes
up for this with a very extensive weapons fit that enables the ship to put out a huge amount of beam fire,
augmented by a single Pulse Torpedo tube that is particularly effective against screen-protected targets. A
significant level of hull armour and four PDS mounts give the ship good passive and active defences. The Maria Von
Burgund serves as a major part of the KRF battleline, alongside other serving BBs that include the newer Brocken
class introduced in 2179.
TECHNICAL SPECIFICATIONS:
Classification: Battledreadnought
Displacement: 15000 Tonnes
[MASS Factor 150]
Hull type:
Strong
[Hull Integrity 60]
Crew:
24 officers, 126 ratings
[Crew Factor 8]
Plus Fighter pilots
1 x Class 1, 2 x Class 2
4 x Class 3 batteries
Defences:
4 Point Defence Systems
Grade 14 Armour
Sensor suite: Standard sensors,
4 Fire-control systems
Drive systems: Main Drive rating 2,
FTL (Jump) Drive.
Hangar bays: 1 bay for 6 Fighters
Armament:
SERVICE DETAILS:
Systems Status
Status Display
Display
Systems
TMF: 150
NPV: 500
1
2
2
3
3
3
3
25
NSL KRIEGSRAUMFLOTTE
The Von Tegetthoff is the first SDN
class to be built for the KRF since the
old Hapsburg class ships in the 2130s
(only three Hapsburgs now survive, two
in mothballed reserve and one used by
the KRF training command). It is a very
powerful ship that follows standard NSL
naval doctrine closely - it has a
massively strong hull structure with
significant additional armour, though it
lacks screen defences; its thrust rating
is low, but it is not designed to be a
hit-and-run ship - it is meant to stand
in the line and deal heavy blows from
its extensive beam armament. The
Tegetthoff is one of the few NSL ships
that carries an SML system as an added
anti-ship punch, though its magazine
capacity is quite limited. Like the ESU
Komarovs, it carries only one group of
fighters.
SERVICE DETAILS:
First entered service: 2173
Currently in NSL service: 12
Lost in action: 3
Decommissioned/scrapped: 2
Relegated to reserve fleet: Nil
Sold to other forces: Nil
Under construction: 2
Procurement cost: 6700 MUcr.
(Plus Fighter costs)
Systems Status
Status Display
Display
Systems
3
1
2
1
2
TECHNICAL SPECIFICATIONS:
Classification: Superdreadnought
Displacement: 20000 Tonnes
[MASS Factor 200]
Strong
Hull type:
[Hull Integrity 80]
34 officers, 166 ratings
Crew:
[Crew Factor 10]
plus Fighter pilots
2 x Class 1, 4 x Class 2
Armament:
4 x Class 3 batteries
TMF: 220
NPV: 737
Systems Status
Status Display
Display
Systems
1
SERVICE DETAILS:
1
3
3
2
TECHNICAL SPECIFICATIONS:
Classification: Fighter Carrier
Displacement: 22000 Tonnes
[MASS Factor 220]
Hull type:
Strong
[Hull Integrity 88]
Crew:
38 officers, 182 ratings
[Crew Factor 11]
Plus Fighter pilots
Armament:
2 x Class 1, 3 x Class 2
3 x Class 3 batteries
26
Defences:
TECHNICAL SPECIFICATIONS:
Classification: Corvette
Displacement: 1400 Tonnes
[MASS Factor 14]
Hull type:
Average [Hull Integrity 4]
Crew:
4 officers, 10 ratings
[Crew Factor 1]
Armament:
2 x Class 1 batteries
1 Submunitions Pack
Defences:
1 Point Defence System
Sensor suite: Standard sensors,
1 Fire-control system
Drive systems: Main Drive rating 6,
FTL (Jump) Drive.
TMF: 14
NPV: 48
Systems Status
Status Display
Display
Systems
SERVICE DETAILS:
First entered service: 2172
Currently in FSE service: 55
Lost in action: 29
Decommissioned/scrapped: 5
Relegated to reserve fleet: 16
Sold to other forces: 22
Under construction: Nil
Procurement cost: 280 MUcr.
TECHNICAL SPECIFICATIONS:
TMF: 8
NPV: 28
Classification:
Displacement:
Hull type:
Crew:
Armament:
Scoutship
800 Tonnes [MASS Factor 8]
Average [Hull Integrity 2]
3 officers, 5 ratings [Crew Factor 1]
2 x Class 1 batteries
Defences:
Sensor suite:
None
Standard sensors,
1 Fire-control system
Drive systems: Main Drive rating 6,
FTL (Jump) Drive.
Athena class ships are practical, fast light escorts that can deliver a surprising punch for the size of ship. Many are now
being transferred to colonial defence units around the FSE outworld territories as newer Corvette designs begin to supersede
them in primary fleet service, though some new hulls are still being built to replace battle losses. A handful of Athenas were
converted in 2177 to carry one Salvo Missile Rack each, being stripped of all their other armament (SMP, PDS and Beams) to
accommodate this; the experiment (though of moderate success in battle) was not popular with the crews, who are flying
what is effectively a defenceless one-shot ship, but a few of the converted vessels still survive in service.
SERVICE DETAILS:
First entered service: 2174
Currently in FSE service: 32
Lost in action: 12
Decommissioned/scrapped: 9
Relegated to reserve fleet: 29
Sold to other forces: 16
Under construction: 11
Procurement cost: 480 MUcr.
27
Systems Status
Status Display
Display
Systems
1
TMF: 18
NPV: 61
Systems Status
Status Display
Display
Systems
TECHNICAL SPECIFICATIONS:
Classification: Frigate
Displacement: 1800 Tonnes
[MASS Factor 18]
Average
Hull type:
[Hull Integrity 5]
4 officers, 14 ratings
Crew:
[Crew Factor 1]
Systems Status
Status Display
Display
Systems
1
2 x Class 1 batteries
2 Submunition packs
1 Point Defence System
Defences:
Sensor suite: Standard sensors,
1 Fire-control system
Drive systems: Main Drive rating 6,
FTL (Jump) Drive.
Armament:
SERVICE DETAILS:
TECHNICAL SPECIFICATIONS:
Classification: Destroyer
Displacement: 3400 Tonnes
[MASS Factor 34]
Hull type:
Average
[Hull Integrity 10]
Crew:
7 officers, 27 ratings
[Crew Factor 2]
TMF: 34
NPV: 112
28
Armament:
2 x Class 1,
2 x Class 2 batteries
Defences:
2 Point Defence Systems
Grade 2 Armour
Sensor suite: Standard sensors,
1 Fire-control system
Drive systems: Main Drive rating 6,
FTL (Jump) Drive.
Systems Status
Status Display
Display
Systems
1
SERVICE DETAILS:
TECHNICAL SPECIFICATIONS:
Classification:
Displacement:
Hull type:
Crew:
TMF: 42
NPV: 139
Systems Status
Status Display
Display
Systems
Armament:
Super Destroyer
4200 Tonnes [MASS Factor 42]
Average [Hull Integrity 13]
8 officers, 34 ratings
[Crew Factor 3]
1 x Class 1,
1 x Class 2 batteries
SERVICE DETAILS:
TECHNICAL SPECIFICATIONS:
TMF: 54
NPV: 181
29
Armament:
2 x Class 2 batteries
1 Salvo Missile Launcher
with capacity 6 magazine
Defences:
2 Point Defence Systems
Sensor suite: Standard sensors,
2 Fire-control systems
Drive systems: Main Drive rating 6,
FTL (Jump) Drive.
SERVICE DETAILS:
First entered service: 2171
Currently in FSE service: 39
Lost in action: 14
Decommissioned/scrapped: 6
Relegated to reserve fleet: 5
Sold to other forces: 8
Under construction: 3
Procurement cost: 2060 MUcr.
TECHNICAL SPECIFICATIONS:
Classification: Escort Cruiser
Displacement: 6200 Tonnes
[MASS Factor 62]
Average [Hull Integrity 19]
Hull type:
11 officers, 51 ratings
Crew:
[Crew Factor 4]
1 x Class 1,
Armament:
2 x Class 2 batteries
1 Salvo Missile Launcher
with capacity 6 magazine
2 Point Defence Systems
Defences:
Sensor suite: Standard sensors,
2 Fire control systems,
Drive systems: Main Drive rating 6,
FTL (Jump) Drive.
Systems Status
Status Display
Display
Systems
TMF: 62
NPV: 206
Milan class CEs are a common sight in FSE naval operations, often being used as the main combat units in small
Cruiser Task Forces used to support minor colonial operations. Most of the serving Milans underwent a minor
refurbishment programme in 2177. Construction of the class for FSE forces now at an end, with the Milans are
gradually being replaced by the new Colbert class cruisers first introduced in 2181, but the ship has proved a popular
export model and there are currently three new hulls under construction for other navies in addition to the eight
second-hand Milans already sold off.
Systems Status
Status Display
Display
Systems
SERVICE DETAILS:
First entered service: 2174
Currently in FSE service: 30
Lost in action: 19
Decommissioned/scrapped: 3
Relegated to reserve fleet: 6
Sold to other forces: 5
Under construction: 8
Procurement cost: 2930 MUcr.
TMF: 88
NPV: 293
TECHNICAL SPECIFICATIONS:
The large and well-armed Jerez is seen by FSE naval command as the
workhorse of the cruiser fleet; its relatively high losses in combat are due to
frequent combat missions against much heavier enemy units rather than any
design shortcomings, and the Jerez has always aquitted itself well in battle.
Construction is continuing at a fair rate to replace wartime losses, and with
the FSE command's current preoccupation with its very large battleline ships
it is unlikely that a new FSE CH will be introduced for several years.
30
Armament:
2 x Class 1
3 x Class 2 batteries
2 Salvo Missile Launchers
with capacity 8 magazine
Defences:
2 Point Defence Systems
Sensor suite: Standard sensors,
2 Fire-control systems
Drive systems: Main Drive rating 6,
FTL (Jump) Drive.
SERVICE DETAILS:
First entered service: 2170
Currently in FSE service: 17
Lost in action: 5
Decommissioned/scrapped: 4
Relegated to reserve fleet: 2
Sold to other forces: 10
Under construction: Nil
Procurement cost: 3180 MUcr.
2
2
TMF: 96
NPV: 318
The Ypres BC is the forerunner of the Roma class BB, and is only very
slightly smaller. Although a good ship, it was never built in great
numbers and several are now being sold off to other navies. Most of the
Ypres' mission parameters can be met more cost-effectively by the Jerez
class CH, and as a result the Ypres' frontline service life is not expected
to extend past the late 2180s. The early production Ypres had a second
SML and larger magazine capacity, but almost all of the class still in
service have lost 1 launcher and some magazine space in favour of a
level-1 screen system as part of a 2176 refit following several losses to
the predominantly beam-armed ships of the NSL forces.
Systems Status
Status Display
Display
Systems
1
1
2
TECHNICAL SPECIFICATIONS:
Classification: Battlecruiser
Displacement: 9600 Tonnes
[MASS Factor 96]
Average [Hull Integrity 29]
Hull type:
15 officers, 81 ratings
Crew:
[Crew Factor 5]
2 x Class 1
Armament:
3 x Class 2 batteries
SERVICE DETAILS:
First entered service: 2172
Currently in FSE service: 25
Lost in action: 7
Decommissioned/scrapped: 3
Relegated to reserve fleet: 5
Sold to other forces: 2
Under construction: Nil
Procurement cost: 3770 MUcr.
TMF: 110
NPV: 377
2
2
4
TECHNICAL SPECIFICATIONS:
The Roma class is an uprated version of the Ypres class BC, with a small
increase in tonnage to accommodate a second SML system. New hull
production has stopped pending the introduction of a new BB class, though
delays in the design of the replacement are causing FSE naval command to
consider the ordering of several new Romas to replace combat losses. The
primary armament of twin SM launchers is backed up by a high magazine
capacity for extended engagements, but the class suffers somewhat from
underpowered drives in comparison with other FSE designs.
Classification: Battleship
Displacement: 11000 Tonnes
[MASS Factor 110]
Hull type:
Average
[Hull Integrity 33]
Crew:
18 officers, 92 ratings
[Crew Factor 6]
Armament:
2 x Class 1
5 x Class 2 batteries
31
TECHNICAL SPECIFICATIONS:
Classification: Battledreadnought
Displacement: 16000 Tonnes
[MASS Factor 160]
Average [Hull Integrity 48]
Hull type:
27 officers, 133 ratings
Crew:
[Crew Factor 8]
Plus Fighter pilots
2 x Class 1, 3 x Class 2,
Armament:
1 x Class 3 batteries
1 Salvo Missile Launcher
with capacity 8 magazine
4 Point Defence Systems
Defences:
Level 1 Screens
Sensor suite: Standard sensors,
3 Fire-control systems
Drive systems: Main Drive rating 6,
FTL (Jump) Drive.
Hangar Bays: 1 bay for 6 Fighters
Systems Status
Status Display
Display
Systems
1
Classification: Superdreadnought
Displacement: 25000 Tonnes
[MASS Factor 250]
Hull type:
Average
[Hull Integrity 75]
Crew:
41 officers, 209 ratings
[Crew Factor 13]
Plus Fighter pilots
Armament:
4 x Class 2,
2 x Class 3 batteries
3 Salvo Missile Launchers
with capacity 18 magazine
Defences:
6 Point Defence Systems
Level 1 Screens
Sensor suite: Standard sensors,
5 Fire-control systems
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
Hangar Bays: 3 bays each holding
6 Fighters
2
3
TMF: 160
NPV: 531
In 2173, the FSE
Naval command commissioned a major design programme for the Fleet's new heavy warships. The
result was a family of designs consisting of BDN and SDN classes, plus derived carriers (CVL and CVH). The Bonaparte
BDN was the first of the group to see service, with the name-ship being laid down in 2175 and commissioned into
service a year later. Following FSE standard doctrine, the class places great emphasis on speed and mobility - its huge
drives give it a thrust rating equal or better than many ships half its tonnage. There is a large jump in size between
the Roma BBs and the Bonaparte class, and some design studies have been carried out into a possible lighter version
of the Bonaparte to fill the Heavy Battleship slot that is currently occupied only by a few very elderly Garibaldi class
ships dating from the late 2130s.
TECHNICAL SPECIFICATIONS:
SERVICE DETAILS:
First entered service: 2181
Currently in FSE service: 9
Lost in action: 1
Decommissioned/scrapped: Nil
Relegated to reserve fleet: Nil
Sold to other forces: Nil
Under construction: 5
Procurement cost: 8550 MUcr.
(Plus Fighter costs)
Systems Status
Status Display
Display
Systems
3
2
2
TMF: 250
NPV: 855
A replacement for the ageing Chirac class DN which had been the mainstay of the FSE battleline
since in 2140s, the new Foch class far surpasses even the ESU Komarov dreadnoughts in size, while
retaining a level of drive power equivalent to many smaller ships of other nations. An impressive
and intimidating vessel, it nevertheless still has to prove itself in long term service. The class is
derived from the much smaller Bonaparte BDN, and like most FSE major units it relies heavily on an
extensive missile system as its primary armament.
32
TECHNICAL SPECIFICATIONS:
Classification: Light Carrier
Displacement: 17000 Tonnes
[MASS Factor 170]
Average [Hull Integrity 51]
Hull type:
35 officers, 135 ratings
Crew:
[Crew Factor 9]
Plus Fighter pilots
2 x Class 1,
Armament:
2 x Class 2 batteries
1 Salvo Missile Launcher
with capacity 6 magazine
4 Point Defence Systems
Defences:
Level 1 Screens
Sensor suite: Standard sensors,
2 Fire-control systems
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
Hangar Bays: 4 bays each holding
6 Fighters
Systems Status
Status Display
Display
Systems
1
TMF: 170
NPV: 580
The Bologna CVL is derived from the hull structure of the Bonaparte class BDN, with a major internal redesign to
accommodate the four fighter hangars and associated equipment. Most of the early teething troubles of the BDNs had
been worked out by the time the first Bolognas were commissioned, and the CVL design has taken advantage of this
experience to provide a reliable addition to the FSE fleet assets. Like the CVL classes of most navies, the Bologna has
space for four full fighter groups, but still retains sufficient offensive armament and passive and active defences to
stand in the battleline when necessary.
TECHNICAL SPECIFICATIONS:
Classification: Fleet Carrier
Displacement: 28000 Tonnes
[MASS Factor 280]
Hull type:
Average
[Hull Integrity 84]
Crew:
46 officers, 234 ratings
[Crew Factor 14]
Plus Fighter pilots
Armament:
2 x Class 2,
2 x Class 3 batteries
1 Salvo Missile Launcher
with capacity 6 magazine
Defences:
6 Point Defence Systems
Level 1 Screens
Sensor suite: Standard sensors,
3 Fire-control systems
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
Hangar Bays: 7 bays each holding
6 Fighters
SERVICE DETAILS:
First entered service: 2182
Currently in FSE service: 5
Lost in action: 2
Decommissioned/scrapped: Nil
Relegated to reserve fleet: Nil
Sold to other forces: Nil
Under construction: 4
Procurement cost: 9550 MUcr.
(Plus Fighter costs)
Systems Status
Status Display
Display
Systems
2
TMF: 280
NPV: 955
A development of the Foch class dreadnaughts, the Jeanne D'Arc class carriers are the newest major
ships in the FSE Naval inventory and are also some of the largest space warships ever constructed.
The Jeanne D'Arc has a large fighter capacity (7 full groups) but also carries a very comprehensive
suite of offensive and defensive weapon systems. Building of the class continues at the Merlon
navy yards, and is expected to be accelerated to replace the catastrophic loss of two ships from the
first production group to an NSL ambush at the disastrous battle of Neu Bremen.
33
SERVICE DETAILS:
TECHNICAL SPECIFICATIONS:
Classification:
Displacement:
Hull type:
Crew:
Armament:
Scoutship
600 Tonnes [MASS Factor 6]
Weak [Hull Integrity 1]
2 officers, 4 ratings [Crew Factor 1]
1 x Class 1 battery
Systems Status
Status Display
Display
Systems
1
TMF: 6
NPV: 21
Systems Status
Status Display
Display
Systems
None
Standard sensors,
1 Fire-control system
Drive systems: Main Drive rating 8,
FTL (Jump) Drive.
Defences:
Sensor suite:
SERVICE DETAILS:
First entered service: 2177
Currently in ESU service: 89
Lost in action: 25
Decommissioned/scrapped: 6
Relegated to reserve fleet: 4
Sold to other forces: 15
Under construction: 38
Procurement cost: 480 MUcr.
TMF: 14
NPV: 48
TECHNICAL SPECIFICATIONS:
Classification:
Displacement:
Hull type:
Crew:
Armament:
34
Corvette
1400 Tonnes [MASS Factor 14]
Average [Hull Integrity 4]
4 officers, 10 ratings [Crew Factor 1]
1 x Class 1,
1 x Class 2 battery
Defences:
Sensor suite:
SERVICE DETAILS:
First entered service: 2168
Currently in ESU service: 54
Lost in action: 22
Decommissioned/scrapped: 19
Relegated to reserve fleet: 27
Sold to other forces: 17
Under construction: Nil
Procurement cost: 730 MUcr.
Systems Status
Status Display
Display
Systems
1
TMF: 22
NPV: 73
TECHNICAL SPECIFICATIONS:
Classification: Frigate
Displacement: 2200 Tonnes
[MASS Factor 22]
Average
Hull type:
[Hull Integrity 7]
6 officers, 16 ratings
Crew:
[Crew Factor 2]
2 x Class 1,
1 x Class 2 batteries
1 Point Defence System
Defences:
Sensor suite: Standard sensors,
1 Fire-control system
Drive systems: Main Drive rating 6,
FTL (Jump) Drive.
Armament:
TECHNICAL SPECIFICATIONS:
TMF: 28
NPV: 93
Classification: Destroyer
Displacement: 2800 Tonnes
[MASS Factor 28]
Hull type:
Average
[Hull Integrity 8]
Crew:
7 officers, 21 ratings
[Crew Factor 2]
2 x Class 1,
2 x Class 2 batteries
Defences:
1 Point Defence System
Grade 3 Armour
Sensor suite: Standard sensors,
1 Fire-control system
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
Armament:
Systems Status
Status Display
Display
Systems
1
SERVICE DETAILS:
First entered service: 2166
Currently in ESU service: 97
Lost in action: 31
Decommissioned/scrapped: 24
Relegated to reserve fleet: 35
Sold to other forces: 28
Under construction: Nil
Procurement cost: 930 MUcr.
35
SERVICE DETAILS:
First entered service: 2176
Currently in ESU service: 32
Lost in action: 12
Decommissioned/scrapped: 7
Relegated to reserve fleet: Nil
Sold to other forces: 10
Under construction: 18
Procurement cost: 1150 MUcr.
Systems Status
Status Display
Display
Systems
1
TECHNICAL SPECIFICATIONS:
2 x Class 1,
3 x Class 2 batteries
2 Point Defence Systems
Defences:
Grade 2 Armour
Sensor suite: Standard sensors,
1 Fire-control system
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
Armament:
TMF: 48
NPV: 162
SERVICE DETAILS:
First entered service: 2163
Currently in ESU service: 66
Lost in action: 31
Decommissioned/scrapped: 18
Relegated to reserve fleet: 12
Sold to other forces: 15
Under construction: Nil
Procurement cost: 1620 MUcr.
Systems Status
Status Display
Display
Systems
2
1
TECHNICAL SPECIFICATIONS:
Classification: Light Cruiser
Displacement: 4800 Tonnes
[MASS Factor 48]
Hull type:
Average
[Hull Integrity 14]
Crew:
11 officers, 37 ratings
[Crew Factor 3]
Armament:
2 x Class 1,
3 x Class 2 batteries
Defences:
36
The Beijing/B was essentially a new class created from the total refit of a large number of very elderly Beijing/A
CEs. The programme took place between 2158 and 2164, but the original Beijing/A hulls actually date from the
mid-2130s, making even the refitted Beijing/B an old ship that is in dire need of replacement. There is even a
handful of unconverted Beijing/A ships still serving in ESU reserve commands, though how many of these are
actually battleworthy is a debatable point. Several of the Beijing/Bs still in service are of a defensive closesupport variant which carries an ADFC system and four additional Point-Defence installations in place of the
single Class-3 beam system.
SERVICE DETAILS:
First entered service: 2158
Currently in ESU service: 18
Lost in action: 23
Decommissioned/scrapped: 11
Relegated to reserve fleet: 29
Sold to other forces: 8
Under construction: Nil
Procurement cost: 2010 MUcr.
TECHNICAL SPECIFICATIONS:
TMF: 60
NPV: 201
Heavy Cruiser
7000 Tonnes [MASS Factor 70]
Average [Hull Integrity 21]
13 officers, 57 ratings
[Crew Factor 4]
Armament:
2 x Class 1, 2 x Class 2,
1 x Class 3 batteries
2 Salvo Missile Racks
Defences:
2 Point Defence Systems
Level 1 Screens
Sensor suite: Standard sensors,
2 Fire-control systems
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
The Gorshkov CH was always an unusual design for the ESU Star Navy, in that it carried a pair of
expendable Salvo Missile racks rather than a purely beam-orientated armament suite. While this
gave the ship a very effective strike capability, the use of missiles did not really fit the standard
ESU operational doctrine - it was felt that the need for frequent missile replenishment in
extended combat was a liability, and limited the use of the class in long-range combat patrol
duties where fleet auxiliaries could not always be on hand for resupply. Despite these
shortcomings, the Gorshkov has acquitted itself well in its long service life and many that are
considered too old for frontline operations are being reassigned to the reserve rather than
decommissioned.
Systems Status
Status Display
Display
Systems
2
3
SERVICE DETAILS:
First entered service: 2155
Currently in ESU service: 27
Lost in action: 19
Decommissioned/scrapped: 13
Relegated to reserve fleet: 22
Sold to other forces: 14
Under construction: Nil
Procurement cost: 2400 MUcr.
TMF: 70
NPV: 240
37
SERVICE DETAILS:
First entered service: 2179
Currently in ESU service: 24
Lost in action: 7
Decommissioned/scrapped: 1
Relegated to reserve fleet: Nil
Sold to other forces: 2
Under construction: 18
Procurement cost: 2620 MUcr.
Systems Status
Status Display
Display
Systems
3
1
2
TECHNICAL SPECIFICATIONS:
TECHNICAL SPECIFICATIONS:
Classification: Battlecruiser
Displacement: 9400 Tonnes
[MASS Factor 94]
Hull type:
Strong [Hull Integrity 38]
Crew:
16 officers, 78 ratings
[Crew Factor 5]
Armament:
1 x Class 1, 3 x Class 2,
2 x Class 3 batteries
Defences:
2 Point Defence Systems
Level 1 Screens
Sensor suite: Standard sensors,
2 Fire-control systems
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
TMF: 78
NPV: 262
Defences:
SERVICE DETAILS:
First entered service: 2171
Currently in ESU service: 19
Lost in action: 5
Decommissioned/scrapped: 2
Relegated to reserve fleet: Nil
Sold to other forces: 6
Under construction: 8
Procurement cost: 3120 MUcr.
Systems Status
Status Display
Display
Systems
1
3
TMF: 94
NPV: 312
3
2
2
In the late 2160's the ESU Tsien-Valkov naval design bureau devised a new family of ship designs for the Star Navy
which would provide BC, BB and BDN classes, plus a new CVL, all based around common major hull components. Such
design practice is not unusual in most major navies to reduce both construction costs and development time, but this
was the first time that the ESU fleet had applied the principle to so many major units at the same time. All the classes
were originally planned for simultaneous introduction to service in 2171, but as always outside events and internal
politics intruded on the process and caused delays, so that the Manchuria BC was not joined by her cousins until 2172
(for the Petrograd BB) and 2174 (the Rostov BDN). The CVL variant, the Tsiolkovsky, was not launched until 2176.
38
SERVICE DETAILS:
First entered service: 2172
Currently in ESU service: 23
Lost in action: 4
Decommissioned/scrapped: 6
Relegated to reserve fleet: 2
Sold to other forces: 3
Under construction: 10
Procurement cost: 3860 MUcr.
TMF: 116
NPV: 386
Systems Status
Status Display
Display
Systems
1
3
2
3
2
1
2
TECHNICAL SPECIFICATIONS:
Systems Status
Status Display
Display
Systems
Classification: Battleship
Displacement: 11600 Tonnes
[MASS Factor 116]
Strong [Hull Integrity 46]
Hull type:
18 officers, 98 ratings
Crew:
[Crew Factor 6]
3 x Class 1, 4 x Class 2,
Armament:
2 x Class 3 batteries
3 Point Defence Systems
Defences:
Level 1 Screens
Sensor suite: Standard sensors,
3 Fire-control systems
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
1
2
2
2
TMF: 138
NPV: 458
SERVICE DETAILS:
TECHNICAL SPECIFICATIONS:
Classification: Battledreadnought
Displacement: 13800 Tonnes
[MASS Factor 138]
Hull type:
Strong
[Hull Integrity 55]
Crew:
20 officers, 118 ratings
[Crew Factor 7]
Plus Fighter pilots
39
Armament:
1 x Class 1, 3 x Class 2,
2 x Class 3 batteries
Defences:
3 Point Defence Systems
Level 1 Screens
Sensor suite: Standard sensors,
3 Fire-control systems
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
Hangar bays: 1 bay for 6 Fighters
SERVICE DETAILS:
First entered service: 2176
Currently in service: 26
Lost in action: 5
Decommissioned/scrapped: 2
Relegated to reserve fleet: Nil
Sold to other forces: Nil
Under construction: 7
Procurement cost: 5120 MUcr.
(Plus Fighter costs)
Systems Status
Status Display
Display
Systems
1
TMF: 150
NPV: 512
TECHNICAL SPECIFICATIONS:
Classification: Light Carrier
Displacement: 15000 Tonnes
[MASS Factor 150]
Average
Hull type:
[Hull Integrity 45]
24 officers, 126 ratings
Crew:
[Crew Factor 8]
Plus Fighter pilots
2 x Class 1,
4 x Class 2 batteries
4 Point Defence Systems
Defences:
Level 1 Screens
Sensor suite: Standard sensors,
2 Fire-control systems
Drive systems: Main Drive rating 4,
FTL (Jump) Drive.
Hangar bays: 4 bays each holding
6 Fighters
Armament:
SERVICE DETAILS:
First entered service: 2154
Currently in ESU service: 11
Lost in action: 5
Decommissioned/scrapped: 3
Relegated to reserve fleet: 2
Sold to other forces: Nil
Under construction: Nil
Procurement cost: 7510 MUcr.
(Plus fighter costs)
TMF: 220
NPV: 751
Systems Status
Status Display
Display
Systems
1
2
3
3
4
TECHNICAL SPECIFICATIONS:
Classification:
Displacement:
Hull type:
Crew:
Armament:
Superdreadnought
22000 Tonnes [MASS Factor 220]
Strong [Hull Integrity 88]
35 officers, 185 ratings
[Crew Factor 11]
Plus Fighter pilots
2 x Class 1, 2 x Class 2,
4 x Class 3, 2 x Class 4 batteries
Defences:
40
SERVICE DETAILS:
First entered service: 2156
Currently in ESU service: 12
Lost in action: 3
Decommissioned/scrapped: 5
Relegated to reserve fleet: 1
Sold to other forces: 1
Under construction: Nil
Procurement cost: 8420 MUcr.
(Plus fighter costs)
TMF: 240
NPV: 842
Systems Status
Status Display
Display
Systems
1
3
2
3
1
3
2
3
TECHNICAL SPECIFICATIONS:
Classification:
Displacement:
Hull type:
Crew:
Armament:
Attack Carrier
24000 Tonnes [MASS Factor 240]
Average [Hull Integrity 72]
37 officers, 203 ratings
[Crew Factor 12]
Plus Fighter pilots
2 x Class 1, 4 x Class 2,
4 x Class 3 batteries
Under construction:
Number of new or completely refitted hulls for naval service that are currently under
construction at nation's shipyards as of 2183; this figure also includes any hulls of class
currently being built commercially for navies of other nations.
Procurement cost:
The cost of construction of one ship of the class, adjusted to 2183 values - the amount
is given in MUcr, or Millions of Universal Credits (the standard international exchange
unit of currency).
[GAME NOTE: as you may have spotted, the Procurement Cost in MUcr is actually the ship's
Nominal Points Value x 10.]
THE TMF/NPV BOX
There is a small box in each ship's Data Panel that gives "TMF" and "NPV" for the ship.
These stand for (respectively): TOTAL MASS FACTOR and NOMINAL POINTS VALUE. The
TMF is the MASS of the ship design, and the NPV is the Points Cost of the ship
(excluding fighters and/or small craft costs in the case of ships with hangar facilities).
THE BACKGROUND INFORMATION BOX
This is a panel of notes and information on the ship class and its service history. Like
the Service Details box, much of this is of background interest only, though for some
classes there are mentions of certain common variants that can be used to generate
further ship designs for the game.
THE TECHNICAL SPECIFICATIONS BOX
This panel contains a written description of the systems fit of the ship class, listing all
the items found on the Ship Diagram. Note that the "weapons" section only lists the
number and class of each weapon, and not the arcs through which it may fire - that is
indicated by the icons on the Ship Diagram. The Displacement figure is the total
tonnage of the ship, which under the "official" background we take as 100 tonnes per
MASS factor.
THE SHIP ILLUSTRATION
The line drawing of each ship is an illustration of the relevant miniature in the Full
Thrust model starship range; the drawings are, of course, not to scale with each other!
Note that we do occasionally redesign or modify items in the miniature ranges, and in a
few cases the illustration may not be an exact representation of the model currently in
production.
41
HEAVY FREIGHTER
Systems Status
Status Display
Display
Systems
H
H
H
H
21 21 21 20
2
LIGHT FREIGHTER
H
7
H
7
H
6
Systems Status
Status Display
Display
Systems
H
H
H
H
14 14 14 13
Mass 40 67 Points
Systems Status
Status Display
Display
Systems
H
7
MEDIUM FREIGHTER
FREE TRADER
Mass 20 47 Points
Systems Status
Status Display
Display
Systems
1
H
2
H
2
H
2
H
2
FLEET AUXILIARY
Systems Status
Status Display
Display
Systems
1
H
H
H
H
14 14 14 14
ASSAULT TRANSPORT
T
8
T
8
Systems Status
Status Display
Display
Systems
5
T
8
T
8
BULK CARRIER
Systems Status
Status Display
Display
Systems
H
H
H
H
38 37 37 37
STARLINER
Systems Status
Status Display
Display
Systems
1
P
P
P
P
20 20 20 20
42
BACKGROUND INFORMATION
THE BACKGROUND
The setting for the forces described in this book is, of course, the latter part of the
Third Solar War from the official background timeline given in Full Thrust. The NAC,
NSL, FSE and ESU are the four largest spacefaring human power blocs, and at the point
that we have chosen in the timeline they have been at war with each other for
eighteen years (the Third Solar War started in 2165 and has dragged on ever since).
The NAC and NSL are nominally allied with each other, as are the FSE and ESU,
though individual territorial claims and disagreements through the years of the war
have meant that even these allies have skirmished between themselves at certain
times. The nature of communication and travel between star systems forces local
commanders to take (and be allowed) a great deal of personal initiative rather than
always waiting for direct orders from higher authority, which gives rise to some
unusual confrontations and misunderstandings in disputed areas. Virtually all the
human minor powers and nations are involved in the war as well, either supporting
one or the other of the major sides or simply looking for opportunities to turn local
situations to their own advantage.
The war has become one of stalemate and attrition, with forces skirmishing through
dozens of star systems punctuated by the occasional burst of large-scale fleet
operations as one side or the other attempts a major thrust to alter the balance of the
situation. The navies (and other forces) of all the combatants have suffered heavy
losses in the years of war, and their industrial capacities are struggling to replace the
ships and other equipment lost in combat.
As the timeline reaches 2183, things are about to change radically as humanity
discovers that it is NOT alone in the universe after all.......
Almost all major navies have both male and female personnel serving together, and
the general breaking down of many taboos and prejudices among most societies over
the preceding two centuries has removed a lot of the problems that would have arisen
in earlier times. Crew of both sexes (and all orientations) share the same
accommodations and facilities, and though fraternisation between crew members is
not actually officially encouraged it is generally accepted provided it does not
compromise ship operation or security - the official line in most forces takes the form
of we cant stop it, so we may as well regulate it. Attention of a personal nature,
whether welcomed or not, that strays over the demarcation between officers and
enlisted personnel IS still seen as a potential problem and is officially prohibited in
most fleets.
Crew recreational facilities vary from ship to ship and nation to nation, but a welloutfitted vessel will have gymnasium facilities (both zero and one-gee), holovid
theatre and various other rest and recreation areas. Food for both crew and officers is
generally as good and varied as possible, using fresh produce from the ships
hydroponics systems to supplement frozen, dried and recycled ingredients. Even the
smallest scoutships (sometimes with only three or four crew) are usually outfitted with
conventional galley facilities, as prepacked or machine-dispensed rations on extended
missions have long since been found to be extremely detrimental to crew morale.
43
BACKGROUND INFORMATION
SHIPS OPERATION:
Standard timekeeping on warships follows Earth-standard 24 hour days, divided into
six 4-hour watches; First Watch is 0000-0400, Second from 0400-0800, then 08001200, 1200-1600, 1600-2000 and 2000-0000. Sixth Watch is designated the Evening
watch, and First and Second the Night watches. The day-night pattern is enhanced
by lowered illumination in non-essential areas during the night watches, unless under
combat conditions.
Much of the ships operation both in and out of combat is handled by pseudointelligent computer systems, but actual command remains in the hands of human
officers. Experiments with allowing the computers to run the whole show, especially in
battle, have generally resulted in utter destruction to BOTH forces. The capacity of a
human Captain to work on instinct and to outguess his or her opponent is most often
the deciding factor in an otherwise even match, and attempts to replicate this by
using true AIs (Artificial Intelligences, truly self-aware computers rather than just
close simulations of sentience) have universally ended in disaster. Much the same
applies to the small fighter craft, which usually have a crew of between one and
three depending on type; experiments with totally unmanned drone fighters have
proven that, although cost-effective in some situations, they are no match for the
instincts of a human pilot. Despite the high attrition rate of fighter crews in combat,
there is never any shortage of willing recruits attracted by what they see as the
glamour of being a fighter jock.
Warship crew complements are not all that large, as most ship functions require
relatively little manpower (except when something goes wrong). A fair proportion of a
ships complement will be engineering crew for damage-control purposes, embarked
Marines and ships security troops, plus cooks, medical personnel and the like. To take
a typical example, an NAC Victoria class Battleship has a full complement of 18
Officers (of which 8 are Line-of-Command officers, and the rest department specialists)
and 102 Ratings. In addition the ship has accommodation for an embarked platoonsize Marine Combat Team who, when carried, will double as security personnel. Of the
102 ordinary crewmen and women, 24 are operations crew, 47 are assigned to
engineering and DC functions while the remainder are general and supernumerary
personnel (galley staff, sickbay orderlies, auxiliary craft crew, general deckhands
etc.).
Under extreme circumstances, one command officer and a handful of operations staff
and engineering personnel could theoretically fly and fight the ship, albeit with little
capacity to respond to damage taken in battle.
Weapons fire direction is generally at the direct orders of the Captain from his combat
station on the Bridge; in the case of his incapacitation it devolves to the First Officer
in TacOps. Individual weapon turrets and defence installations on the hull are not
manned as such, but are remotes controlled from the Gunnery command centre;
commands from the Captain are relayed to Gunnery by the senior Tactical Officers
station on the bridge. The Tactical Operations compartment (TacOps) acts as a
collection and collation point for sensor information and communications, which are
then relayed to the Captains station in a condensed and usable form; TacOps is fully
equipped to take over as a reserve bridge and con the ship in the event of the main
command bridge being disabled.
In the event of imminent destruction or disabling of the ship, the crew can abandon
the vessel in a number of lifepods located around the hull structure - all crew stations
have a lifepod bay within easy reach, and most ship designs provide enough for the
entire complement plus additional redundant pods in case some are lost to hull
damage. A typical pod is intended to hold between ten and twelve personnel, though
up to twenty can be accommodated in extreme circumstances. Outfitted with life
support and recycling systems, packaged emergency food and medical supplies, a basic
sublight propulsion system and a very powerful homing beacon, a standard lifepod can
keep its normal complement alive for approximately six weeks in reasonable conditions
plus a maximum of another six weeks under steadily increasing discomfort and
unpleasantness. Most lifepods are equipped with an ablative heatshield and parachutes
for a controlled landing on any planet that they might be able to reach.
SHIP ALERT STATES
Alert States on NAC vessels (to take a typical example- most navies use something very
similar) are:
WHITE (DOCKSIDE) - used when ship is tied up to an orbital facility - most of ships
systems powered down, and a skeleton watch crew maintained while the remainder of
the complement are permitted shore leave. Average time to power up to Green status
is three to four hours, not including time for the recall of off-ship crew members.
GREEN (STANDARD RUNNING) - general non-combat status used when vessel is
travelling or in a patrol orbit. All systems functional, but weapons and active defences
are under command lock. Standard rotation of duty watches for operations personnel,
none are suited-up. Average time to move to Yellow One status is ten minutes.
YELLOW ONE (STANDBY ALERT) - semi-alert status, with essential Bridge and
Engineering crew in open suits and modified watch rotation. Senior command officer
(Captain, First or Second Officer) on Bridge at all times. All offensive and defensive
systems powered-up, but still under command lock. Non-operations personnel on
normal duties. Average time to move to Yellow Two status is ten minutes.
YELLOW TWO (GENERAL QUARTERS) - heightened alert: as Yellow One but all crew to
combat stations in open suits. Average time to move to Red status is three minutes.
RED (BATTLE ALERT) - full combat alert status; all crew at combat stations, Bridge,
TacOps, Gunnery and Engineering personnel in sealed suits and locked into crash
frames, DC parties suited and on standby. Captain and Second Officer on Bridge, First
Officer in TacOps. All weapons systems command locks removed, weapons held on
Captains voice command only. Internal gee-plates off, gravitic compensators and drive
systems at full battle manoeuvring readiness. Generally, Red status can be held for
around six hours at a time before serious degradation of crew efficiency through
fatigue will become a problem.
BLUE (JUMP STATIONS) - a special alert state used only when securing the ship for
Jumpspace transit. All internal gravity and non-essential systems (virtually everything
except lifesupport, control systems and the Jump drive itself) are shut down, and all
personnel are at their designated positions - usually in quarters for all except
Engineering and Bridge crews. The Jump Stations call is normally sounded
approximately thirty minutes before a planned Jump, but in an emergency a good crew
can usually make it to Jump Stations within as little as ten minutes.
JUMPSPACE TRAVEL
Interstellar travel is performed in a series of short (in relative terms) jumps through
a timeless quasi-reality generally called Jumpspace. Each jump (which is also variously
referred to as a Shift, Shoot or Transit) moves the ship by anything from a few
lightminutes to several lightyears*, depending on the energy put into the drive at the
moment of jump and the proximity of the ship to gravitational influences - the deeper
in a gravity well the ship is when the drive is engaged, the shorter the resulting jump.
There is a definite limiting distance from any given gravity well that inhibits safe
jumping within it - a ship must move to outside this limit before engaging the Jump
Drive or risk serious mishap (at best a misjump or drive failure, at worst total
destruction).
The actual jump is perceived by the ships occupants as instantaneous, but leaves a
deep subconscious memory of disturbing change in the fabric of reality - as though the
recesses of the human mind can actually register the transition that the conscious
levels cannot. This effect causes nausea and disorientation after the jump, which if
untreated can last for as much as several hours in some cases; for this reason most
Military crews use specialised drugs to minimise the aftereffects and ensure that the
ship is combat-ready as fast as possible after jump emergence, especially if several
jumps need to be made in relatively quick succession. Civilian vessels and those on
less pressing schedules will spread out the jumps to perhaps one every couple of days,
and most personnel and passengers will undergo jump asleep in their cabins with just
a skeleton bridge crew overseeing the automatics conning the jump.
The fastest cycle possible is around one jump per six hours, but this requires military
drives and power plants along with the most sophisticated jump navigation software
and tremendous crew stamina, even with chemical assistance. On average, naval
vessels on most missions will make no more than one jump per day.
The longer the jump, the greater the potential inaccuracy in both the distance
travelled and the final emergence point. For this reason, most interstellar journeys
begin with a couple of short jumps (necessary to fully clear the gravity well of the
starting starsystem) followed by a number of longer transits to bring the ship within a
few lightdays of the destination system. The vessel will then make a number of
successively shorter jumps, each of increasing accuracy, to place it as near as possible
to its eventual target. The final approach, under Normal Space propulsion, can then
take anything from a few hours to several days depending on the accuracy of the last
jump insystem and how fine the jump navigator dares to cut the gravitational limit.
When moving a fleet of ships together, the potential errors in the long mid-course
jumps mean that it is highly unlikely that all the fleet will remain together throughout
the journey - in fact at most of the between-jump periods each ship will be completely
isolated from the rest by huge distances. For precise military operations, therefore, it
is normal practice for the fleet to re-assemble well out of the target system and then
proceed insystem in a succession of much shorter than normal jumps in order to
maintain some semblance of cohesive formation.
* The longest verified controlled jump (i.e.: excluding random misjumps) to date was in
2177, when the NAC experimental fast courier RNS Hyacinth attained a realspace
displacement of 7.328 light years in a single Jumpspace transit. The ship and its crew of
five were unfortunately lost in an apparent misjump when attempting to beat this record
in the following year.
44
BACKGROUND INFORMATION
J MINUS 30 says the readout on the main bridge screen.
J MINUS 5
The bridge fills with an electric haze; my skin prickles, and I feel the Jump
fields surging through the ship - she groans and squirms like a live thing.
Gripping the armrests too tightly - relax, let go. Fleeting images, as always
- crazy thoughts of the old spacers horror tales, of those who came
through Jump without their minds, their souls lost to the Deep Cold.... Our
Father, Who Art In........
J MINUS 20
The ship says Captain, please authorise final manual interlock release; I
move my index finger to touch three holokeys in sequence. The ship says
Thank you, Sir; all systems transferring to Jump computers, I am now
going offline. and the main bridge screen reads Manual interlock
released - main Jump sequencer online; all stations reading go, all prejump
checks nominal, final countdown initiating, then flicks back to the
dwindling count. Everything is on automatics now - dumb computers that
will decide if we jump or abort. The ships main pseudo-sentient brain is
even more at risk from the strangeness of Jump than we humans are, so it
shuts itself down for the transit and then reboots on the other side. From
this point, were all just along for the ride.
J MINUS 10
I can feel the Jump Drugs that I swallowed a few minutes ago starting to
take hold of my system. They dont make the transit itself any easier, but
they are supposed to pull you out of the bad effects quicker on the other
side. Sometimes I wonder if they do anything at all, or if they are just a
sugar pill that the medics TELL us will help..... We dont belong in
Jumpspace, and it doesnt like having bits of our reality shoved into it. The
Jump field will pull us in, through the interface that I dont think even the
scientists understand, and we'll be squeezed along between two realities
like an orange pip between your fingers. The amount of energy we have
pumped into the field will determine - at least roughly - how far we
travel before Jumpspace throws us out again. Thats the theory anyway its just that sometimes Jumpspace will chew you around a bit before it
spits you out.....
J ZERO
Jump sucks us in.....
Going nowhere and everywhere, very, very fast.
No time, no space.
A non-moment that lasts for eternity.
And spits us out......
J ZERO
...Heaven, hallowd be Thy....Out, out, down again......
Disorientation, then gradual realisation. My mind works, my memory is still
there, please dont let me throw up.....
The drugs seem to be kicking in, dragging me back - no, GO AWAY, I want
to sleep.....
J PLUS 20
My eyes are focusing, can just make out the main screen: Jump sequence
terminated. Initial positioning scans indicate navigational accuracy
94.45%. Initiating postjump diagnostics and staged shutdown of drive
units, returning command to realspace systems. The ships brain wakes
from its short sleep: Main cortex reboot successful; Personality reconstruct
at 25%...50%....75%...completed. Projected recharge cycle time for next
Jump: 5 hours 48 minutes. Hello, Sir, its nice to be back.
J PLUS 60
Starting to really wake up now, slowly clearing my mind. The older I get
the worse it seems, some of these kids on the bridge are up and about
already! Ive lost count of the Jumps Ive made, but its still as bad as the
first time. Less than six hours before the next one, I need some coffee.....
Jumpspace, Hyperspace, Subspace - whatever you call it, it doesnt like bits of
our reality being shoved into it. Push a ship in, and Jumpspace will spit it out
again - the good bit is that it will spit you out somewhere else (hopefully round
about where you want to be, if youve done your math right), and all in zero
elapsed time! Of course, every now and then itll chew you around a bit before
spitting you out, but we try not to think about that too much....
The human mind doesnt like Jumpspace any more than the space likes us; we
can take it, especially with the right drugs to help, though most of the time its
pretty unpleasant unless youre well asleep - a few people claim to even enjoy it,
but then some enjoy some pretty weird things anyway. If youre unlucky (and
whatever the shipping lines or Navy recruiting tell you, every now and then
someone is) then you stand a small chance of coming out thinking youre
Napoleon, thats if you can think at all.
Some people think that they feel time passing while they are transiting
Jumpspace, but we generally put this down to their own imaginations after the
event - no-one has ever managed to record a measurable time interval between
Jump entry and exit. I met an old spacer once who claimed he had actually SEEN
the inside of Jumpspace, but this WAS after nine hellburners in the Chrome
Angel over on Farren.....
Lets get one thing clear at the outset - we dont really KNOW how Jump
operates. Weve been using it for over a century and even our top physicists and
their AIs cant figure out what is actually going on. However, just because we
dont understand it doesnt stop us using it, just like your parents programming
the holovid recorder.....
What we do know is that the state of Jump is inherently unstable - we think it is
actually an interface between two different types of space, ours and something
else. Just what is on the other side of Jumpspace we have no idea, but we
assume that is where ships end up if they misjump really badly - they fall
through the other side of the Jumpspace interface and come out somewhere
that has no connection with our reality. Since no-one has yet come back to tell
us what is there, we are a bit in the dark on this one!
On a proper controlled Jump, the drive field creates a temporary access to
Jumpspace that we can push the ship through; the ship then slides along the
interface until it drops back into our reality again. We know how to do this so
we can predict roughly where we will pop out, with an error probability that is
about proportional to the distance we are trying to jump- basically, the more
energy you pump into the drive field relative to your ship mass the further (in
realspace terms) you go before Jumpspace gets pissed off with you and chucks
you out, and fortunately it all happens in a straight line, so you can aim at your
target point before jumping. Of course, that means you have to know exactly
where your target point really is at that moment, which is why you people are
going to spend the next three years studying Jump navigation!
Maybe someday well meet someone out there who has actually figured it all out,
and if we ask them very nicely then they might just explain it to us.....
45
BACKGROUND INFORMATION
SHIP RECORD CHARTS
The new-style SHIP RECORD CHART is printed on P.47 of this book; it is an updated
version of the one given in the basic FT rulebook, with Ship Diagram blanks to suit the
new design system. Feel free to copy this chart and cut-and-paste the diagrams
around to suit your own forces. To prepare a ship record chart for any of the fleets
listed in this volume we recommend photocopying the Ship Diagrams (System Status
Displays) from the Data Panels of the ships you want to use, and arranging them
suitably on a sheet of paper along with the order panel from the bottom of the
record chart blank, then re-copying the result. Sorry we couldnt provide ready-made
sheets for each different fleet, but for one thing they would almost never match any
one persons miniature force and for another they would take up half the book!
While on the subject of copy-and-cut-out bits, we have also provided a few counter
masters for Missile Salvoes (the counters with little missile icons on them - there are
ones with from 1 to 6 missiles, which can if desired be used to indicate how many
missiles are left in a salvo after each stage of defensive fire if you cant remember it!),
for Fighter Group recording (endurance remaining and number left in group) and for
Course Markers for the vector movement system (the counters with a single bold
arrow). Feel free to copy as many of these as you like (for personal use only please) we recommend copying them onto coloured card if possible.
FINAL COMMENTS
We hope that you will find this book useful for your games of FULL THRUST, whether
or not you actually use the background provided.
There a quite a few changes in this volume to the original FT system, though as weve
already mentioned not many of them really affect the gameplay much - most are on
the design side, something that many players may happily ignore if they wish to use
only pregenerated ship designs.
So, why make any changes at all to such a successful system?
Well, quite simply we thought it was about time for a revamp. FULL THRUST (firstly
the little A5 photocopied edition, then the glossy 2nd edition that most of you will
know) was written quite a while ago, and frankly we never expected it to be the
phenomenal success that it has become, with thousands of buyers and players in all
corners of the world. FT has won the Best SF Miniatures Rules award from the SFSFW
(Society of Fantasy and Science-Fiction Wargamers) for every year since the inception
of the Society (just before going to press we heard that it has won the 1998 ballot as
well!), and in 1995 got to the nominations stage (no mean feat in itself) of the
ORIGINS awards!
Through all this, however, it has always been apparent that there are a number of
flaws and loopholes in the system - this was never a problem while it was just being
VECTOR
MARKERS
MISSILE SALVO
MARKERS
6
played by a few friends locally, but now it has a much wider audience some of these
discrepancies are causing endless debates and disputes between players. Thankfully
most of you settle things amicably with a house-rule tweak or two, which is exactly
the way we like to see things done; a few of the real rules lawyers, however, seem
to enjoy endlessly prolonging the debates as well as trying to twist and exploit every
loophole to their best advantage.
We addressed a few of the more obvious problems when we published the MORE
THRUST supplement book, but at best all we did was give suggestions to patch the
holes with duct tape and baling wire; at that stage we did not want to make major
revisions to key rules and systems. Now, however, we felt that a proper rework was
justified. As the biggest problems were in the design system, this was the main target
for the updating - after fiddling with it for a good while we decide to simply go for a
ground-up reworking that kept all the essentials of the old system but presented a
more logical and seamless mechanism. The minimaxers will probably still find
SOMETHING to exploit, but at least it stops them getting bored and lets the rest of us
get on with playing games and having fun...!
Revising any game with the popular following that FT has is a tricky and risky
business. No matter how it turns out, you will ALWAYS get a section of players who
say oh, it isnt as good as second edition, why didnt they leave it alone...
Well, to those people we say If you dont like the new rules, stick with the old ones!
Were not going to do like certain companies and excommunicate you for ever if you
are not using the latest official rules. Weve done our best to ensure that the
modified FT is every bit as good as the original, and hopefully lots better still - none
of the changes are being made for the sake of change alone; they are all to tighten up
the system, plug a few holes and make the game (we sincerely hope) even more fun to
play.
Our intention is that there will be a full new edition of the rules, FULL THRUST THIRD
EDITION, at some point in the near(ish) future, which will collect together all the new
rules published here plus a lot more as well. There are many things that we havent
covered at all in this volume due to lack of both space and time, that we will be
including in the new edition rulebook. Itll be out as and when time and workload
permits, so please dont pester us too much for it - well advertise it in good time
when it is ready!
We have tried as far as possible to ensure that this book you are now reading is
compatible with both the existing 2nd Edition FT and with the new version when it
comes out. We always welcome feedback on the rules, and player input has helped a
great deal in shaping the game so far - please feel free to send us your comments (we
will reply if and when possible, provided an SSAE or a couple of IRCs are enclosed, but
please understand that we are still a very small business and often things are simply
too busy for us to respond to everything).
Have fun, and above all: DONT PLAY THE RULES, PLAY THE GAME!
Jon Tuffley, GROUND ZERO GAMES, April 1998.
FIGHTER GROUP
MARKERS
6
COMBAT ENDURANCE
MARKERS
6
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
46
ID:
Name:
ID:
Name:
ID:
Name:
ID:
Name:
ID:
Name:
ID:
Name:
ID:
Name:
ID:
Name:
ID:
Name:
ID:
Name:
Ship ID
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
Turn 7
Turn 8
Turn 9
Turn 10
0.95
0.95
1.25
1.95
1.95
1.95
2.25
1.95
2.25
2.75
3.95
4.25
4.95
7.95
5.95
7.95
0.95
0.95
0.95
1.25
1.95
1.95
2.25
2.65
1.95
2.25
2.75
2.95
3.95
4.25
4.95
7.95
7.95
6.95
0.95
0.95
0.95
1.25
1.95
1.95
2.25
2.25
1.95
2.25
2.75
3.95
3.95
4.25
4.95
7.95
7.95
0.95
0.95
1.25
1.95
1.95
FT605
San Miguel II (modified) class DESTROYERS (pack of 2)
2.25
FT606
Suffren class LIGHT CRUISER
1.95
FT607
Milan class ESCORT CRUISER
2.25
FT608
Jerez class HEAVY CRUISER
2.75
FT609
Ypres class BATTLECRUISER
3.95
FT610
Roma class BATTLESHIP
4.25
FT611
Bonaparte class BATTLEDREADNOUGHT (Heavy Battleship)
5.50
FT612
Foch class SUPERDREADNOUGHT
7.95
FT613
Bologna class LIGHT CARRIER
5.95
FT614
Jeanne DArc class FLEET CARRIER
8.95
KRAVAK (ALIEN) FLEET:
FT401
RaSan class FIGHTERS (pack of 6)
0.95
FT402
LuDak class INTRUDERS (SCOUTSHIPS) (pack of 3)
1.25
FT403
KaTak class STRIKERS (CORVETTES) (pack of 3)
1.95
FT404
DaKak class FRIGATES (pack of 2)
1.95
FT405
DiTok class DESTROYERS (pack of 2)
2.25
FT406
VoBok class HUNTER (LIGHT CRUISER)
1.95
FT407
SiTek class PATROL CRUISER
2.25
FT407A KoTek class STRIKE CRUISER (modified 407)
2.25
FT408
VaDok class HEAVY CRUISER
2.75
FT409
TiDak class BATTLECRUISER
3.95
FT410
KoVol class BATTLESHIP
4.25
FT411
LoVok class BATTLEDREADNOUGHT (Heavy Battleship)
4.95
FT412
YuKas class SUPERDREADNOUGHT
7.95
FT413
KoSan class STRIKE CARRIER
7.95
FT414
DoSan class TACTICAL (light) CARRIER
5.95
FT415
ShaKen class LIGHT TRANSPORT (pack of 2)
2.25
FT416
ToRok class SURVEY/EXPLORER SHIP
1.95
THE SAVASKU (ALIEN) BIOSHIP FLEET:
FT701
DRONE FIGHTERS (pack of 6)
0.95
FT702A SCOUTSHIPS (type 1) (pack of 3)
1.25
FT702B SCOUTSHIPS (type 2) (pack of 3)
1.25
FT703
BATTLE SCOUTS (corvette size) (pack of 3)
1.95
FT704
ATTACKERS (frigate size) (pack of 2)
1.95
FT705
DESTROYERS (pack of 2)
2.25
FT706
LIGHT STRIKESHIP (light cruiser size)
1.95
FT707A STRIKESHIP (type 1) (escort cruiser size)
2.25
FT707B STRIKESHIP (type 2) (escort cruiser size)
2.25
FT708
DRONE PODSHIP (cruiser-sized fighter mothership)
2.75
FT709
Battlecruiser size WARSHIP
3.95
FT710
Battleship-size CAPITAL SHIP
4.95
FT711
Battledreadnought size CAPITAL SHIP
5.95
FT712
Dreadnought-size CAPITAL SHIP
7.95
FT713
SUPERHEAVY DRONE PODSHIP
(Supercarrier sized fighter mothership)
7.95
MERCHANT, SUPPORT and CIVILIAN SHIPS:
FT302
Clarke class EXPLORATION/SURVEY CRUISER
4.95
FT305
Hamburg class HEAVY MODULAR FREIGHTER
5.95
FT306
Bustler class DEEP SPACE TUG
2.45
FT307
Antares class INNER-SYSTEM SHUTTLE (interface capable)
1.95
FT308
MEDIUM FREIGHTER
2.95
FT309
MEDIUM FREIGHTER type B
2.95
FT311
Bremen class FREIGHTER
2.95
FT314
Schwarzwald HEAVY FREIGHTER
3.95
FT309A MEDIUM FREIGHTER (redesigned version of 309)
2.95
FT316
SHORT-HAUL LIGHT FREIGHTER
1.65
FT317
LIGHT TANKER SHIP
1.95
FT318
MEDIUM FREIGHTER with CARGO MODULE (Type A bridge unit)
2.95
FT318
MEDIUM FREIGHTER with CARGO MODULE (Type B bridge unit)
2.95
FT319
HEAVY MODULAR FREIGHTER (revised version of FT305)
5.95
FT320
LIGHT PERSONNEL SHUTTLES (pack of 6)
0.95
The GF RANGE: a selection of miscellaneous craft and accessories:
GF001
StarTruck LIGHT SPACE FREIGHTER
1.65
GF005
FREE TRADER (light tramp freighter) pack of 2
2.25
GF006
UNSC Star Tiger class HEAVY FIGHTERS (pack of 6)
0.95
GF007
VERY large SPACE STATION - resin kit with white metal parts,
cylindrical modular design with docking sphere at end and
4 solar vanes cast in metal - about 300mm long!!
12.95
GF007A Additional metal vane for conversions on GF-007 (each)
0.95
GF008
PTaah FIGHTERS (pack of 6)
0.95
GF009
MECHA FIGHTERS (pack of 6) Anime style "Mobile Suit figures
0.95
GF010
UNSC Hammer class atmosphere-capable FIGHTERS (pack of 6)
0.95
GF011
SYSTEM PATROL CUTTER (pack of 2)
2.25
GF012
ISSCV INTERFACE LANDING SHUTTLE (pack of 4)
0.95
GF013
Kantauris FIGHTERS (pack of 6) (crescent-winged fighter craft)
0.95
GF014
INTERFACE LANDER - non-streamlined (pack of 3)
0.95
GF015
AERODYNE (lifting body)INTERFACE LANDER (pack of 3)
0.95
FULL THRUST SPECIAL PACKS:
All the packs shown here offer a considerable saving over the cost of buying the ships at
individual prices; note that sometimes pack composition may vary slightly, but will
always contain a balanced mix of ship classes.
IMPORTANT: WHEN ORDERING PACKS, REMEMBER TO SPECIFY WHICH FLEET (OR
FLEETS) YOU WANT - eg: NAC, ESU, KV, NSL, FSE etc.
FTPAK 1 BASIC STARTER PACK: contains FULL THRUST RULEBOOK plus two small starter
fleets of ships (including stands); please specify which TWO forces you want
eg: NAC/ESU, NSL/FSE etc.
ONLY 20.00
FTPAK 2 CARRIER GROUP: contains 1 Carrier with fighter complement plus various escort
craft and stands
ONLY 15.00
FTPAK 3 BATTLE SQUADRON: contains 1 Battleship, 1 Battlecruiser, escort craft group plus
stands
ONLY 15.00
48
CONTENTS
"Still tracking the Kraks inbound towards the station, Sir, we have confirmed ID on one Kickback,
one Kingpin, two Kylies plus five Kerfs in escort pattern - looks like a carrier strikegroup backed up
by an SDN.... what the f....er, hold one please...... more jump exit signatures, Captain! Probable
Sa'vasku waveforms...."
"Identification, Scan One?"
"Coming up, Sir...... scan patterns processing....... got them! Confirm Spikeys, two capital units and
at least six smaller. OK, by mass readings we've got 90% probability on one Sandcrab and one
Smudger, the other stuff may take a while to firm up but they're looking like a pair of Spankers and
a number of escorts...."
"Thank you, Scan One - keep on them and give me any more data as you have it. Guns, I want a cold
track on the Spikeys, but no going active until they make a move - we don't know whose side they'll
be on this time, and I sure as hell don't want to push them...."
[Excerpt from bridge recorder transcript, RNS Lancaster, leading 43rd Operational Squadron in defence of
Research Station Kantauris Delta 3, 2191.]
CONTENTS
Introduction
Basic Ship Design
Game Balance
Combining Technologies
Vector Movement Amendments
Fighter Rules
Core Systems
Turn Sequence Summary
Ship Data Panels
Ship Record Charts
Counters
Xeno File 1: The Kra'Vak
Kra'Vak Ship Design System
Kra'Vak Systems Summary
CREDITS:
Written by: Jon Tuffley
Ship Art by: Tim Osborne
Graphics, typesetting and layout: Simon Parnell,
Tim Parnell and Sin Oxford at Brackenbury.
Printed by: Brackenbury, Ipswich.
Tel: 01473 287017
All rules and text in this publication are Copyright
2000 J. M. Tuffley and Ground Zero Games.
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INTRODUCTION
INTRODUCTION
When we published Fleet Book Volume 1 in 1998, we promised there would be a second
book to cover the alien races in the Full Thrust universe; well, after two years, here it is!
This book contains full rules, design systems and pre-designed ship stats for three
different alien races - the Kra'Vak, the Sa'Vasku and the Phalons. Those of you who have
a copy of MORE THRUST, the first supplement for Full Thrust that we produced, will
recall that early versions of the rules and backgrounds for the Kra'Vak and the Sa'Vasku
were originally published in that supplement. At the time, the "MT" version Kra'Vak
were actually very over-powered for their points value, which led to unbalanced games,
and the MT Sa'Vasku rules were only ever intended as some experimental suggestions
for players to try out.
For Fleet Book 2, we have revised and rewritten both the Kra'Vak and the Sa'Vasku
rules, and have added the Phalons (who never appeared in MT) as a third protagonist.
The Kra'Vak rules in this volume are not unlike the original MT version; players of the
old rules will note some cosmetic changes, such as renaming the original K'V "railguns"
as "K-guns" (mainly so that we can possibly introduce a "railgun" system as another
Human weapon in due course...), but the overall feel of the Kra'Vak ships and tactics
will be very similar to the originals. This time, however, we think we've got the points
system right so games will be more balanced!
For the Sa'Vasku, the rewrite has been much more extensive. They are still probably the
most complex race to actually play in the game, but we have removed some of the more
time-consuming aspects of the MT versions (particularly the original random power
generation ability, which although it added a lot to the unpredictability of the race both to its player and opponent - was very lengthy to use) and streamlined the S'V
rules while adding a lot more twists and options to their ships.
The Phalons are altogether new to the FT system, and appear for the first time in this
volume. We wanted to add a race that looked totally alien, but acted in a way that
humanity could relate to; the Phalons' weapons and systems are different from the
humans' in many ways, but alike in others, and of the three alien races they are
probably the most easily understood by mankind. Phalon ships are very powerful in
play, a fact balanced by their high points values, and their willingness to fight (or
indeed ally with) anyone if it is in their own interest should lead to many fascinating
game permutations.
This volume is not necessarily the end of the alien races for Full Thrust; even while
writing it, ideas have been bubbling to the surface for races, systems and ships that we
could not include here, and there is almost endless scope for more material, human and
alien.
Now you've got this book, you can start pestering us for Volume 3.....
Jon Tuffley, GZG, March 2000.
if you are playing on a small tabletop (or if you want a game with very high speeds
and lots of manoeuvring room on your normal size of table). If you have a huge area
available to play on, then feel free to use any other conversion rate you like - 1 mu =
100mm, or 6 inches, or even more!
GENERAL RULES
This affects ALL ship designs, human and alien; it is actually not really a change, so
much as the lifting of an artificial restriction, and as such does not affect or invalidate
any of the designs published in Fleet Book 1.
with the same ships and the same weapons using different names. If you start to mixand-match the technologies in a search for the ubership (which, if we've done the
balancing right, you SHOULDN'T be able to find - not that that will stop you
looking....) then all the fleets will start to look the same and a lot of the flavour of the
game will be lost.
The change is simply to remove the fixed percentage limits on HULL INTEGRITY; instead
of having to be bought in 10% increments, ship designs may now have as many or as
few Hull boxes as the designer wishes, subject only to a lower limit of a minimum of
10% of the total ship mass. The actual number of hull boxes chosen does not have to
exactly equal any given percentage of the ship's total mass.
The simplest way round this is to just say "sorry, you can't do it" and back this up with
some PSB about the radical differences between the various races' approach to their
technologies making them totally incompatible. Rather than do this, however, we
accept that it'll happen and thus need to lay down a few guidelines for those people
who just can't resist it.
Each Hull Integrity box still takes 1 MASS, and costs 2 points. The terms used to
describe the hull types in FB1 (Fragile, Weak, Average etc.) may still be used to roughly
describe the kind of structure a ship has, but they no longer refer to fixed percentage
figures - they now indicate a range of possible hull strengths (chosen so that the FB1
designs fall about halfway into each range), so that a Fragile hull would be from the
minimum 10% to about 14% of total mass, a Weak hull from approximately 15% to
24%, Average from 25% to 34%, Strong from 35% to 44% and a Super hull would be
anything above 45%. These classifications are approximate, are for descriptive
convenience only, and have no bearing on game play whatsoever.
GAME BALANCE
Throughout the design process of the rules for the three alien powers in this book,
great emphasis has been placed on trying to get the points values as balanced as
possible between the different fleets, so that 1000 points of (say) Kra'Vak ships will
theoretically be a fair match against 1000 points of Phalons, Sa'vasku or indeed any of
the human fleets from Fleet Book 1.
Now, as they say, all things are relative (and all relatives are things....), and there will
be cases in which the points system won't give a perfect balance, but it should be
close enough for all normal game purposes. If you really want to spend hours and hours
with spreadsheets and simulations, trying to find that little loophole that will give you
that extra 0.5% edge over your opponents, then be our guest - it'll keep you out of the
way of the people who just want to get on and play the game to have fun....
One thing that should be pointed out is that while the points values are as accurate as
we could make them, the size classes of the ships are very approximate and can be
misleading if taken in isolation. Some of the alien ships (the Phalons, in particular) are
actually much more powerful on a ship-for-ship basis than the human designs, but to
balance this their points cost is proportionally higher - this should be taken into
account when setting up games and designing scenarios.
To take an example, in a small human (NSL) vs. Phalon battle, the players may choose
forces up to approximately 750 points. The NSL player might have two Waldburg
Destroyers, a Radetzky Escort Cruiser and a Richthofen Battlecruiser (all designs from
Fleet Book 1), for a total of 746 points. The Phalon player might choose a Ptath
Battleship, two Phuun Frigates and a Vlath Battle Scout for a total of 751 points. The
NSL player might look (from the class descriptions) to have a far superior force, but the
combat potential of the two fleets should actually be very similar.
We would also suggest that mixed-tech designs should not be used when playing with
people new to the game, or who are not part of your regular gaming group.
If you wish to discourage use of mixed tech without actually forbidding it, you may
wish to consider a house-rule of applying a penalty increase to mass and/or points cost
for any system or technology copied from another race.
If after all this your group of players wish (and agree) to try using mixed-tech in their
designs, then by all means give it a go - you've paid us the money, and it's your game now!
[As far as our published "canon" universe background is concerned, mixed-tech ships
do not appear in any forces within the time period of the First Xeno War; though each
of the protagonists (except the Sa'Vasku, who consider themselves above all this
innovation stuff...) will undoubtedly be devoting a good deal of time and resources to
investigating the other races' technology from salvaged debris and captured or disabled
ships, the problems of duplicating it with a completely different technological base are
too great to be surmounted during the war years - we're not talking here about, for
instance, the FSE stealing plans for something from the NSL and building a copy, we're
talking about trying to integrate two or more totally alien forms of technology and
materials. All the protagonists feel that it is much better to spend the shipbuilding
resources they have on a dozen more warships of their own proven designs than to
waste the same amount on one weird and experimental hybrid that may or may not
work at all, and if it does may not be a lot better than what they've already got.]
GENERAL RULES
When using specialised fighter groups, use the normal fighter symbol for the ship
record diagram, but replace the "spot" in the symbol with the appropriate letter
for the fighter type: for example, an "H" for Heavy Fighters, "T" for Torpedo
Fighters, etc.
Note that all fighter groups, regardless of type, have the same MASS and hangar
space requirement in the carrier or mothership, and operate under all the normal
rules for launching, recovery and turn sequence.
ATTACK FIGHTERS
Specialised "Attack" fighters are really the opposite of Interceptors they have very
little ability to engage other fighters, but carry increased weaponry loads for anti-ship
missions. When in a dogfight situation with an enemy fighter group, Attack fighters
only hit and kill opposing fighters with rolls of 6 (which destroy one fighter only per
successful roll). When engaging other ships, however, the Attack fighters add 1 to all
their die rolls ie: if firing on an un-screened target ship they would inflict 1 Damage
Point with rolls of 3 or 4, and 2 DP with 5 or 6.
Because anti-ship capabilities are usually of more importance in the game than
dogfighting, an Attack fighter group costs 24 points (4 per Fighter).
LONG-RANGE FIGHTERS
This is an option to be used IF you are also using the "fighter endurance" rules. While
normal fighters have six Combat Endurance Factors, a Long-Range group has NINE CEFs
due to its additional fuel tankage, life-support etc.
A Long-Range fighter group costs 24 points (4 per Fighter).
TORPEDO FIGHTERS
These are a further specialisation of the Attack fighter, carrying a heavy single-shot
anti-ship weapon on each fighter. When the group attacks an enemy ship, roll once per
fighter to see how many hits are scored each fighter needs a roll of 4 or more to
score a hit with its "torpedo"; those shots that hit inflict damage equal to the number
rolled (ie: roll of 1-3 is a miss, but 4 scores 4 DP, 5 = 5 DP and 6 = 6 DP. No rerolls are
made). Damage is applied half to armour (if any), half to hull.
The group may only attack ONCE in this manner, and for simplicity it is assumed that
all the fighters in the group will attack the same target at the same time it is not
permitted to fire just some of the group and "save" the others for a later attack (unless
of course you wish to agree this between yourselves, and work out the necessary
record-keeping). Once the group has expended its torpedoes, it may then only fight in
the same limited anti-fighter mode as for Attack fighters (ie: needing rolls of 6 for
kills) and may not make any further attacks against enemy ships. The Torpedo Fighter
group is thus very much a one-shot weapon, but a (potentially) extremely powerful one
for this reason a torpedo group costs 36 points (6 per Fighter).
[Important note: the rules quoted below were introduced in Fleet Book 1, and are
reprinted here because they are of some importance to using two of the three races
in this book.]
Looking at the ship data panels for the Kra'Vak and the Phalon designs, you will
see a box in the right hand lower corner of each Systems Status Display (SSD)
which contains three icons that represent the most vital systems buried deep
within the hull of the ship: these are the "core" systems, and consist of the
Command Bridge (which also includes computer systems, avionics etc.), the Power
Core and the Life Support System.
You will note that the Sa'Vasku ships do not have the three core system icons on
their SSDs; this is because the Sa'Vasku have their power source denoted by their
separate Power Generator icons, and their constructs do not need life support
systems or command areas in the same way that the other races' ships do. The Core
Systems rules do not apply to Sa'Vasku ships (they have more than enough special
rules of their own!).
If using the core systems rules, these three systems are grouped together on the
ship diagram, with a box drawn round them. Whenever the ship reaches a
threshold point, the systems within the core box are each rolled for as normal,
but at +1 to the current threshold number - thus at the first threshold point,
where systems are lost on rolls of 6 only, the core systems do NOT need to be
rolled for (as they would only be lost on a "7"). On the second threshold, where
normal systems go down on rolls of 5 or 6, the core systems are only hit on rolls
of 6, and so on.
Notes:
i) The core systems, and their basic "protective" box, do NOT need to have
MASS allocated to them during ship design - they are assumed to be part of the
essential structure of all ships.
ii) If an opposing fleet is using Needle Beams, the core systems may NOT be
targeted by these weapons; Needles may only fire at surface features on the ship,
such as weapons, sensor grids, drive units etc.
GENERAL RULES
EFFECTS OF THRESHOLD DAMAGE ON CORE SYSTEMS
COMMAND BRIDGE HIT
If the Command Bridge takes a hit, then a further D6 roll is made immediately - if the
roll is 1 to 5, then the ship is "out of control" for that number of turns, until command
can be restored through backup links and secondary command systems. If the roll is a
6, then the ship is PERMANENTLY out of control for the duration of the game. While a
ship is "out of control", it will continue on its present course and velocity, and may not
fire weapons, launch fighters or take any other offensive action. Passive defences
(screens) are still operational, though active defences (PDS etc.) are not. Once control
is regained (after the number of turns indicated by the die roll), all undamaged systems
come back on line. Damage Control parties may be used at any turn to try and restore
control earlier, using the normal damage control rules.
POWER CORE HIT
If the Power Core takes a hit, it is damaged and may "go critical" and explode,
destroying the ship. It continues to supply power for the ship, but the safety systems
that control it are damaged or destroyed, and each subsequent turn the player must roll
a die at the start of the turn - on a 5 or 6, the core explodes. Damage Control parties
may be used as normal to try and stabilise the power core - such attempts are made
before the roll for explosion for that turn, and success will bring the core back under
control and negate any further effects (unless the core is then damaged again on a
subsequent threshold, when the process will repeat). Each turn, BEFORE rolling the die,
the player may make a choice - he may abandon ship, or he may "dump" the core - this
avoids the risk of explosion, but leaves the ship without power for anything but
emergency life-support (from backup batteries) - the ship is intact, but unable to do
anything further in this battle except continue to drift on its present vector. If the
player chooses to abandon ship, the ship continues to drift while still rolling each turn
to see if the core explodes - in this case, however, the needed number for an explosion
drops by 1 each turn, as the core is running out of control with no-one to damp it
down; thus it WILL explode eventually and the ship will be lost. A ship that dumps its
core will be no further use for that battle, but may be salvaged afterwards and its
power restored.
LIFE SUPPORT HIT
If the Life Support Systems take a hit, then a further D6 roll is made immediately - the
number rolled indicates that the life support will fail after that number of turns.
Damage control parties may be allocated to try and repair the LSS as for any other
system. If the LSS fails before being repaired, then the crew must immediately abandon
ship or be lost. A ship without LSS become a drifting hulk, though it may of course be
recovered and repaired after the game if it survives.
NOTE: The Core Systems rules given above are entirely optional; if you do not wish to
use them, simply ignore the systems within the core box on the Kra'Vak and Phalon
ship diagrams for all game purposes.
TURN SEQUENCE
This is a summary of the full game turn sequence that should be followed
when using the various aliens and fleets listed in this volume and in Fleet
book 1.
1) WRITE ORDERS FOR ALL SHIPS
Sa'Vasku players will also decide and note down their power allocation for the
turn at this point, and Phalon players will need to note if any ships are
deploying their Vapour Shrouds.
The markers/models MAY be moved up to contact with the target AFTER all PD
fire has been resolved in phase 7.
Both/all players roll a D6 each - highest roll has initiative for this turn.
Any ship under missile, plasma bolt and/or fighter attack allocates its defences
against attacking elements, then rolls for effects. Fighter vs. fighter actions
("dogfights"), attempted fighter missile/bolt interceptions and screening actions
by fighters are resolved BEFORE actual Point Defence fire is allocated to surviving
targets. Note that ships equipped with Area-Defence Firecon systems may use
their point-defence batteries to help defend other nearby ships in this phase, but
each PDS may only be used ONCE in the turn - if it is used in support of another
vessel, it is NOT available to defend the ship carrying it as well.
If the FIGHTER MORALE rules are being used, then fighter groups should make
their rolls after any PD fire against them is resolved; the chance of failing the roll
is thus increased by any members lost this turn as the fighters try to press home
the attack through a barrage of PDS fire.
5) MOVE SHIPS
Both players simultaneously move their ships, strictly in accordance with
orders written in phase 1.
Fighter groups currently acting as fighter screens are moved at the same time
as the ship they are screening, and must remain within the screening
distance of the ship.
9) SHIPS FIRE
Starting with the player who WON the initiative roll in phase 2, each player
alternates in firing any/all weapon systems on ONE ship at one or more targets
subject to available fire control. Damage caused is applied immediately, and
threshold damage checks are made where applicable as soon as all weapons fired
by one ship at that one target have been used.
GENERAL RULES
SHIP DATA PANELS
The following pages contain Ship Data Panels for the warships of the three alien races
detailed in this volume. Most of the information contained in each panel should be
self-explanatory, but a few notes may help.
Each of the ships detailed in this book has its UNDIA codename given in the data panel
for that ship, along with the human class type that the ship most resembles (in terms
of both mass and intended operational role).
Three different SHIP RECORD CHARTS are provided in this book, one for each of the
three races; each has Ship Diagram blanks to suit the relevant race's design system.
Feel free to copy this chart and cut-and-paste the diagrams around to suit your own
forces. To prepare a ship record chart for any of the fleets listed in this volume we
recommend photocopying the Ship Diagrams (System Status Displays) from the Data
Panels of the ships you want to use, and arranging them suitably on a sheet of paper
along with the "order panel" from the bottom of the record chart blank, then recopying the result. Sorry we couldn't provide ready-made sheets for each different
fleet, but for one thing they would almost never match any one person's miniature
force and for another they would take up half the book!
You will note that the Sa'vasku ship record chart is somewhat more complicated than
the Kra'Vak and Phalon ones, and has space for only six ships rather than the ten of the
other races; this is because the Sa'Vasku require more planning and record-keeping
than the others, in the form of allocating and recording their power distribution each
turn, and their order-writing sections are organised to allow this. The Sa'Vasku chart
also has a large empty "notes" box on it, which may be used to jot down anything that
needs to be recorded about the ships during play that will not easily fit into the order
boxes.
A NOTE ON SCANNING AND COMPUTER REPRODUCTION OF SHIP DATA PANELS, SSDs
AND SHIP RECORD CHARTS
These days, a great many of you will have access to scanners and computer equipment
that will enable you to reproduce parts of the ship data panels for the purpose of
making up your own record charts for the game. This is perfectly acceptable provided it
is for your own personal use, and not for any kind of commercial gain or payment. We
also have a number of enquiries from time to time about the posting of SSDs etc. on
web-sites; our policy on this is that you may web-publish your OWN designs freely for
non-profit purposes, including using the standard SSD format and icons, but we would
ask you NOT to post any of the actual ship designs given in this volume or any of our
other publications to any website; if people want to use them, they can buy a copy of
the book!
We would also ask that, for both legal reasons and out of courtesy, any website
devoted to or containing material connected to Full Thrust or any of the supplements
contains a clear statement of our copyrights plus details of how to contact us for
further information (these can be found at the back of this book).
COUNTERS
While on the subject of copy-and-cut-out bits, we have also provided a few counter
masters for plasma bolts, vapour shrouds, leech pods, fighter /drone groups (for all
three races) and fighter CEF markers, and some "rolled ship" markers that we should
have included in Fleet Book 1 but didn't!
Feel free to copy as many of these counters as you like (for personal use only please) we recommend copying them onto coloured card if possible.
6
ROLLED
LEECH
LEECH
LEECH
LEECH
LEECH
LEECH
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
CEF
REMAINING REMAINING
REMAINING REMAINING
REMAINING REMAINING
1
ROLLED
2
ROLLED
REMAINING REMAINING
3
ROLLED
5
4
ROLLED
REMAINING REMAINING
5
ROLLED
REMAINING REMAINING
As the Kra'Vak civilisation rose from barbarism and they began to develop
technology, mechanised warfare and eventually spaceflight, the racial legacy of
Ro'Kah remained with them. Its effects are most strongly seen in Kra'Vak ground
troops (almost exclusively made up of adolescent male-phase warriors) , where their
close proximity to the enemy triggers the neurochemical release that precipitates
Ro'Kah very easily. Warriors that are more remote from the "sharp end" of the
fighting, such as AFV crews and to a greater extent Starship personnel, feel some of
the effects but at a slower rate and with less ferocity; they may also have the benefit
of the controlling influence of a Sia'Na (see below). The area in which Ro'Kah has
most bearing on space combat is with Kra'Vak fighter pilots - the exhilaration and
stimulation of individual combat is strong when flying a fighter, and incoming fire
and losses to a group will often push the remaining pilots into the frenzied state,
causing them to make violent and sometimes-suicidal runs at their targets. Any
fighter crews that survive such an attack pass will then generally rely on their
computer systems to take their fighters back to the carrier while they themselves
recover and calm as the effects of Ro'Kah gradually subside.
In a group, Kra'Vak will suffer the effects of Ro'Kah just as intensely as on their own; in
some ways each feeds off the emotional stimulation of the others, and the tension
rises even faster even among groups of older Kra'Vak. This is true both of small groups
(say, a squad-size unit of ground troops) and larger gatherings, and can even extend to
entire War Families. At the macro level, these effects are reflected in the interaction
between Kra'vak Clan groupings and in their reactions towards other races - it is a racewide form of Ro'Kah which has brought about the war against the perceived threat of
the Hu'Man.
THE SIA'NA (Walkers of the Path)
The Sia'Na (literal translation: "Walkers of the Path", but the concept best translates as
"Moderator") are a small caste of Kra'vak in which the physiological processes that
cause Ro'Kah are absent or dormant. In Kra'vak pre-technic civilisation, where Ro'Kah
was an accepted and necessary part of inter-Kra'Vak relations and conflict, offspring
found to be Sia'Na were considered defective and either exiled from the War Family or
simply killed. As the Kra'vak culture matured and their society became more
sophisticated, however, it was realised that the Sia'Na held a unique place in the
scheme of things - they could serve as a moderating influence on warriors consumed by
the fury of Ro'Kah, making proper tactical and strategic decisions without minds
clouded by the fury.
The presence, words and thoughts of a Sia'Na have a calming and controlling
influence on Ro'Kah-enraged warriors, which seems to be accomplished through a
mixture of cultural conditioning, "religious" belief and some kind of empathic link
- the Kra'Vak's own scientists and psychologists don't fully understand it
themselves, any more than human science really understands the occasional
manifestation of apparent psionic abilities and other paranormal phenomena in
humans.
To be born Sia'Na is to live a precarious life in Kra'Vak society; they are both revered and
despised at the same time by the warriors, and it is not unknown for a warrior in the grip
of Ro'Kah to turn on and kill a Sia'Na who tries to calm and control him. For this reason,
the Sia'Na are masters of subtle diplomacy and persuasion; these skills grow with age and
experience, as does the Sia'Na's ability to affect larger numbers of Kra'Vak over a wider
area - some of the Sia'Na Elders can extend their influence to a huge crowd, or even by
remote communications, while the younger and less adept of the caste must be in close
physical proximity to the warriors they are attempting to "advise".
Kra'Vak warships will normally have one Sia'Na in their crew to act as advisor and
moderator to the ship's commander; in very large ships (dreadnoughts and heavy
carriers), and in any ship acting as a fleet flagship, there may be a small group of three
or more Sia'Na assigned to the Flag command staff.
In essence, the presence of Sia'Na in a ship crew or force command is a reversal of the
role of the "Political Officers" found in ESU forces; while the Political Officer will watch
for signs of cowardice and dissent among the troops or crew and force them to keep
fighting, the Sia'Na exists to STOP the Kra'Vak warriors from throwing away their lives,
ships and equipment in their frenzied battle-rage - effectively, to stop them from
losing the war for the sake of winning the battle.
outposts which are usually settled by members of single Clans. It is not unusual for
settlers on a colony world to found their own "new" Clan as a breakaway from their
origins on the homeworld, while others maintain close ties to Zha'Vak.
The Star Force of the Dominion (the Kra'Vaka'Kia'Kon - literally, Spear of War Host of
the People of the Sorrow Killer), which comprises the space naval assets of the
Kra'Vak armed forces, is theoretically a homogenous single entity made up from the
fleets of the various Clans under a unified command structure. In practice, the
individual fleets and units are still primarily loyal to their own Clans and internal
dissent (and even outright combat) is not unknown; mixing units from different clans
is generally a bad idea and is avoided wherever possible except in the largest
operations.
advanced grav-drives that give them much greater manoeuvrability than Human ships
of the same basic thrust level.
KraVak warships do not carry energy screens or large amounts of hull armour.
Instead, their ship hulls are built with a much higher degree of internal structural
integrity than most Human designs, to withstand and absorb internal damage caused
by penetrating weapon hits (which has an additional bonus of being better able to
take the massive stresses imposed by the enhanced manoeuvring capabilities of their
advanced grav drives).
The standard Kra'Vak point defence weapon is a one-shot system known as the
"scattergun", which fires a large cloud of relatively small kinetic projectiles at very
high velocities over a wide area. It is a very effective system against fighters,
missiles and other similar threats, and can also do a small amount of damage to a
close-range ship target. Reloading a scattergun with a new charge of projectiles is a
lengthy operation that can only be done when the ship is not in combat, so each
scattergun is only able to fire once in a battle - for this reason, larger Kra'Vak ships
carry a fairly large number of individual scattergun launchers, which has the
additional advantage that they can salvo-fire a number of them (or even all of them)
in one go if under heavy attack. Scatterguns are all-arc weapons, able to fire at any
target around the ship.
Human military forces generally refer to Kra'Vak ships by their UNDIA-assigned
codenames (KEG, KERF etc.), though the actual Kra'vak names for most of the classes
are known from translations of intercepted signal traffic. Human crews and troops
tend to use their own slang terms for the Kra'Vak in general, the most common being
"Kravs" or "Kraks", though there are many less printable variants in use.
A Kra'Vak fleet has the potential to be very powerful and effective, but requires careful
handling in battle. The bulk of any Kra'Vak warship's offensive power - in the shape of
its main K-guns - is concentrated in the Fore arc, and thus tactical manoeuvring is of
the utmost importance to ensure that the desired targets are kept within the rather
narrow fire arc.
A pair of Di'Tok Destroyers (model code FT 405).
Painted and photographed by Agis Neugebauer.
KRAVAK WARSHIPS
The Kra'Vak are especially adept at gravitic manipulation technology, having
developed it to a much higher degree than Humanity has. All their major weapon
systems are grav-based, and rely heavily on kinetic projectile weapons rather than
energy or particle beam technologies.
Whether you are playing in cinematic or vector movement, the ability to anticipate the
enemy's movements holds the key to victory. The Kra'Vak lack any "placed-marker"
ordnance (such as the Humans' salvo missiles or the Phalons' plasma bolts), but their
direct fire weaponry is hugely effective IF it can be kept on target.
Use the limited supplies of scatterguns wisely - opposing forces will often try to swamp
the defences of their enemies with massed attacks, but the Kra'Vak's ability to salvofire all their scatterguns at once if they wish can be a devastating counter to this sort
of tactic, albeit at the cost of leaving some ships defenceless against any follow-up
waves.
The drive systems of Kra'Vak ships seem to be very effective for their size, and
make full use of the Kra'Vak mastery of Grav technology to permit rates of
manoeuvre far in excess of those possible to human ships. Their FTL (jump) drives
appear to function in much the same way as human systems, using very similar
principles.
ID CONFIRM - VA'SAN
The warships of the KraVak Dominion are equipped with gravitic-accelerator kinetic
projectile guns, known as K-guns, which fire solid penetrators at incredibly high
velocities. These kinetic penetrators cause massive damage when they impact their
target; screens are of no use against them, and even heavy armour is of little effect while armour will stop the smallest K-gun rounds from doing too much internal
damage, the larger classes of K-gun will simply slice through the armour and rip into
the ship's internals.
CREW 2
LS 27.4 - 16.89
THR 553.7 - 22.8
Normal Kra'Vak design practice is to mount a small number of the largest class of
forward-mounted K-guns that the ship can carry, backed up by a one or more K-1
systems as secondary weapons. This makes tactical manoeuvring and ship facing of
primary importance to the KraVak, and to this end all their ships are equipped with
For each K-gun firing, roll a single die: the score needed to hit starts at 2+ at range of
0 - 6 mu, then rises by one for each additional 6 mu range band - so the hit score
needed is:
Range 0 - 6 mu:
2+ to hit
Range 6 - 12 mu:
3+ to hit
Range 12 - 18 mu: 4+ to hit
Range 18 - 24 mu: 5+ to hit
Range 24 - 30 mu: 6 to hit
When a hit is scored, roll a second die: if the number rolled is GREATER THAN the CLASS
of the K-gun, then the damage done is equal to the class number of the gun; if the roll
is EQUAL TO OR LESS THAN the class of the K-gun, then the damage is DOUBLE the gun
class.
There is one exception to this rule - a natural roll of 6 always does just damage equal
to the gun class, even for K-guns of class 6 and larger.
EXAMPLE: A class-3 K-gun will inflict 6 points of damage on a roll of 1 - 3, and 3 points
on a 4 - 6; a class-5 K-gun will inflict 10 points of damage on a roll of 1 - 5, and 5 points
on a 6. Applying the exception rule, a class-6 K-gun will do 12 points on a 1 - 5, but only
6 points on a 6.
K-gun damage is very effective a piercing armour - if it hits a target with armour
(including Sa'Vasku carapaces) then the hit does ONE point of its damage to the
armour, and all the remainder straight through to the hull - so a hit doing 4 DP would
knock out one armour box and three hull boxes. Note that this damage distribution is
PER SINGLE HIT, not a cumulative effect of a salvo from several K-guns.
The multi-layered Phalon shell armour is an exception to this - when K-guns of
sufficient power hit Phalon shells, they take out one box from EACH shell level before
delivering any remainder to the hull itself (see the Phalon rules section for more
explanation and examples).
It should be noted that unlike beam weapon fire, where all the dice rolled against a
given target may be rolled together, in the case of K-gun fire it is important to roll the
dice for each CLASS of K-gun separately (or with differently coloured dice if available),
so that you know which classes scored hits and thus how to roll for the damage.
SPECIAL NOTE: Class-1 K-guns are able to fire in a limited point-defence mode, in the
same way that human class-1 beams are. K-1 systems that fire in this role may not also
perform antiship fire in the same turn. Roll 1 die for each K-1 firing, and one hit is
scored on a roll of 5 or 6 (one "hit" kills one fighter or missile; K-1 shots have no
effect against Phalon plasma bolts).
As with other Kra'Vak weapons fire, there are no rerolls - this actually makes them a
little less effective than class-1 beams in the PD role, as the beams get a reroll on a
score of 6.
The MASS requirements for the various K-gun classes are as follows:
K-1 (all-arc fire) 2 MASS
K-2 (one arc)
3 MASS
K-2 (two arc)
4 MASS
K-3 (one arc)
5 MASS
K-4 (one arc)
8 MASS
K-5 (one arc)
11 MASS
K-6 (one arc)
14 MASS
Class-1 K-guns automatically get all-round (6 arc) fire; class-2 K-guns may have one or
two fire arcs. All other K-guns are limited to single-arc fire only.
Larger classes of K-gun are possible, and the mass required rises by 3 per additional class.
All K-guns cost 4 points per MASS used.
MULTIPLE KINETIC PENETRATOR (MKP) PACKS
The MKP is a one-shot antiship weapon similar in some ways to the human
Submunitions Pack, used on some small Kra'vak ships to give a powerful shipkilling
punch. It fires through 1 arc only (usually the Fore arc), and has a range of 12 mu.
When fired, one die is rolled - on a 1-3 no hits are scored, on a 4 or 5 it scores 1 hit,
and on a 6 it scores two hits (no rerolls).
For each hit scored, the MKP does 4 damage points, of which the first one is taken on
armour (if any) and the remainder on hull - as for a class-4 K-gun hit. Phalon layered
shells have the same effect as against K-gun hits.
The MKP icon is crossed out when it has been fired.
EXAMPLE: If an MKP shot rolls 4 or 5, it will inflict 4 DP, as 1 to armour and 3 to hull; if
it rolls a 6, it will inflict two SEPARATE hits, so will do a total of 2 DP to armour and 6 to
hull.
The MASS of an MKP is1, and the cost is 4 points.
Each Fighter Bay uses 9 MASS and costs 18 points, to carry up to 6 MASS of fighters,
ie: one group; bays for other small craft use 1.5 x the MASS of craft carried, and cost 3
points per MASS used.
FIGHTERS
Kra'Vak fighters, like human ones, operate in groups of 6 craft. They have 6 Combat
Endurance Factors, which may be used up to make attacks and/or to make secondary moves.
Kra'Vak ships do not use (or require) ADFC (Area-Defence Fire Control) systems.
As per the standard rules for PDS fire, the Kra'Vak do NOT need a functioning fire
control system in order to fire their scatterguns, even as antiship weapons.
Each scattergun may only fire once per game. It may fire at any single target (fighter
group, missile salvo, plasma bolt etc.) in the point-defence phase of the turn. A
scattergun may fire at any target within a range of 6 mu (they are all-arc weapons), or
may fire at any target that is attacking another ship provided that the ship itself is
within 6 mu of the scattergun-firing ship. In other words, it may fire as a pointdefence or an area-defence system to the player's choice, according to the standard
engagement rules for such systems.
SPECIAL NOTE: if used in the area-defence role, firing at fighters or missiles engaging a
friendly ship, if the effect roll scores a ONE then some of the scattergun projectiles hit
the ship that is being defended, and inflict 1 damage point on it.
A scattergun may also be used as a point-blank range antiship weapon, at any target
within 6 mu. In this mode it is fired in the main ship weaponry fire phase, and it does
not require the use of an operational fire control.
The effect of a scattergun charge depends on the type of target fired at; 1 die is rolled
in all cases:
Against standard fighters or salvo missiles, the shot kills 1D6 elements from the
group/salvo (ie: 1-6 fighters/missiles). If targetting HEAVY fighters, halve the number
of kills (round up).
Against plasma bolts, a roll of 4 or 5 reduces the bolt strength by 1, and a 6 reduces it
by 2 (no rerolls).
Against ship targets, a roll of 4 or 5 inflicts 1 damage point, and a roll of 6 inflicts 2
damage points (treated as two separate hits, so both are taken on armour if
applicable). No rerolls.
Each scattergun takes up 1 MASS, and costs 5 points.
FIRE CONTROL SYSTEMS
Kra'Vak ships carry fire-control systems that function exactly as their human
equivalents; use all standard rules for them. A Kra'Vak FC system requires 1 MASS and
costs 4 points.
As their scatterguns have an in-built "area-defence" capability (ie: they are not only
useful against targets attacking their own ship), the Kra'Vak have no need for ADFC
systems.
CREW FACTORS AND DAMAGE CONTROL
Kra'Vak ships use the same rules for crew factors and damage-contol parties as human
ships; there is one crew factor for each 20 MASS of ship (or part thereof), so for example
a MASS 30 Kra'Vak ship has a crew factor of 2, and a MASS 41 ship a factor of 3.
The standard Kra'Vak fighter is the Ra'San (literally "Little Sliver of Mother", UN
codename KIP) and the heavy variant is the Va'San ("Great Sliver of Mother", UN
codename KART). The Ra'San is treated as a regular multirole fighter, and the Va'san
gets the defensive bonus for being a "heavy" fighter. The costs per group of 6 are 18
points per Ra'San group (3 per fighter) and 30 points per Va'San group (5 per fighter).
Both types have a basic move of 24 mu, and can make a secondary move of up to 12
mu at the expense of one CEF.
Standard and heavy Kra'Vak fighters both attack with 1 die per fighter in the group, but
they use kinetic rather than energy weapons and their damage profile is slightly
different from the beam-armed human fighters; on a roll of 1-3 they do no damage, on
a 4 or 5 they do 1 DP, on a 6 they do 2 DP but this treated like a K-gun hit: 1 DP to
armour and 1 DP to the hull.
There are no rerolls made when firing at ships, and screens have no effect against the
fighters' kinetic weapons. Note that when in combat against other fighters, the Kra'Vak
fighters DO get a reroll on scores of 6 - in this case it represents a number of separate
kills rather than an amount of damage inflicted.
Kra'Vak fighter groups are not subject to the standard Fighter Morale rules; the
effects of Ro'Kah ("Clouded War Mind" - see notes on Kra'Vak psychology) affect
Kra'Vak fighter pilots much more than ship crews, because they do not have a Sia'Na
on hand to moderate their war rages - there are far too few Sia'Na to allocate one to
every two-or three-person fighter crew, or even to each fighter group. Whenever a
Kra'vak fighter group wishes to press home an attack, a roll should be made on the
same basis as a standard Fighter Morale check - in this case, however, the roll is not
to see if the Kra'Vak will break off, but instead to see if they will fall into the Ro'Kah
frenzy. If the die score is greater than the remaining number of fighters in the group,
then the remaining pilots become Ro'Kah enraged. In this state, the attack
continues, but each fighter gets to roll TWICE for its attack instead of the normal
once. If there is an ACE pilot in the group, it also gets a doubled attack, so actually
gets FOUR rolls!
After this one attack pass in Ro'Kah, the effects will start to wear off and the group
MUST return to its carrier without performing any further attacks; if using the rearming rules, then the group may be relaunched for a new mission as normal after the
necessary period.
Ro'Kah also affects dogfighting and intercepting Kra'Vak fighters - make a roll for each
group at the start of the dogfight resolution, and if the check rolls more than the number
of fighters then they get the doubled attacks for as long as the dogfight lasts - when it is
over (when the enemy is destroyed or breaks off successfully - the Kra'Vak will not break
off while in Ro'Kah) then they will attempt to return to their carrier. If "bounced" during
their return they are treated as a group that have exhausted their CEF.
The crew factors are indicated by small stars placed in some of the hull boxes on the
SSD - the placement of the crew factors being determined by dividing the mass used for
hull integrity by the total crew factor (and rounding UP in all cases): for example, a
ship with a crew factor of 4 and a hull integrity of 30 would have a crew factor star
placed in every EIGHTH box on the damage track (30/4 = 7.5, rounded up to 8), and
the last star in the last box - so the crew factors would be in the eighth, sixteenth,
twenty-fourth and thirtieth (final) boxes.
When a hull box containing a crew star is lost to damage, that crew factor is lost due
to accumulated crew casualties.
Crew factors represent the number of damage control parties (DCPs) available to the
ship - one DCP for every remaining crew factor on the ship. DCPs may attempt to repair
systems lost to threshold damage, with up to three DCPs being allocated to each
attempted system repair - the basic roll of success in the repair attempt is 6 if one DCP
is working on it, -1 for each additional DCP allocated to the task (so the allowed
maximum of 3 DCPs will make a successful repair on a roll of 4+). Any one system may
only be the subject of one attempted repair roll in any given turn.
HANGAR BAYS
Kra'Vak ships may carry hangar bays for fighter groups (or other embarked small craft)
in exactly the same way as human ships, using all the standard rules.
10
The actual MASS of the Hull Integrity chosen is equal to the number of DAMAGE BOXES
the ship has, which are then organised into four rows (in accordance with the Damage
Track rules).
Add up the total MASS used by the Hull Integrity, Main Drive and FTL Drive systems,
and subtract this from the overall ship MASS to find the amount left for fitting-out
with offensive, defensive and other systems.
Crew factors should be worked out and indicated on the damage track at this
point (mainly for Damage Control purposes), in exactly the same way as for
human ship designs.
EXAMPLE: Our design has used 40 MASS for Hull Integrity, 20 for Main Drive and 10 for
FTL Drive. This totals 70 MASS from the overall 100, so we are left with 30 MASS for
fitting-out.
Kra'Vak ships do not generally use much (if any) hull armour, but if you wish to use a little there is no prohibition from doing so - then it should be added here using the same rules
and costs as human armour from Fleet Book 1 (1 MASS per box of armour, cost is 2 points
per MASS used).
EXAMPLE: Because most of their weapons are kinetic penetrators, Kra'Vak ships generally use
heavy internal hull structures to minimise the effects of penetrating hits; we choose to
allocate 40 MASS to Hull Integrity, so the ship has 40 Damage Boxes (which will be arranged
on the Damage Track as four rows of 10). The points cost for the hull integrity will be 2 x
MASS used, ie: 80 points.
EXAMPLE: Most K'V warships have their main offensive power in a small number of large
K-guns bearing in the Fore arc, plus a few small turretted (all-arc) class 1 K-guns as
secondary weapons; defences consist of a number of one-shot Scattergun charges. We
decide to fit the largest main guns that we can on our battlecruiser, so opt for a pair of
K-5 systems backed up by just a single K-1 and four Scatterguns. We decide that 2 fire
control systems will probably be enough at this stage, and add these to the design. This
is a hard-hitting strike ship made to kill large enemy targets, but will need support from
other K'V ships to be truly effective.
K5 x 2 (F) @ 11 MASS
K1 x 1 (all arc) @ 2 MASS
2 x Fire Controls @ 1 MASS
Scatterguns x 4 @ 1 MASS
= 22 MASS
= 2 MASS
= 2 MASS
= 4 MASS
= 30
MASS x 1
MASS x 2
MASS x 3
MASS x 2
MASS x 4
MASS x 4
MASS x 5
MASS x 4
100 points
80 points
60 points
20 points
88 points
8 points
20 points
8 points
384 points
K-1 (all-arc)
MULTIPLE KINETIC PENETRATOR (MKP) PACKS
One-shot system, range 12 mu. 1 die rolled: 1-3 = no hits, 4 or 5 = 1 hit, 6 = 2
hits (no rerolls).
Each hit does 4 damage points, one to armour (if any) and remainder on hull.
Systems Status
Status Display
Display
Systems
Class 1 K-gun
(6 arc fire)
ICON:
SCATTERGUNS
One shot system, all-arc fire. May fire in point-defence, area-defence or antiship mode.
1 die is rolled in all cases:
Against standard fighters or salvo missiles, the shot kills 1D6 elements from the
group/salvo (ie: 1-6 fighters/missiles). Against HEAVY fighters, halve the
number of kills (round up). No rerolls.
Against plasma bolts, 4 or 5 reduces the bolt strength by 1, 6 reduces it by 2.
No rerolls.
Against ship targets, 4 or 5 = 1 DP, 6 = 2 DP (two separate hits, so both are
taken on armour if applicable). No rerolls.
Class 3 K-guns
(1 arc fire)
Hangar bay
MKP Pack
firing F only
Fire Control Systems (2)
Scatterguns
Damage Track
Crew Factor Marker
FTL Drive
ICON:
11
TMF: 11
NPV: 44
Systems Status
Status Display
Display
Systems
1
TECHNICAL SPECIFICATIONS:
Human Class
Scoutship
Equivalent:
Displacement: 1100 tonnes
(MASS factor 11)
Hull Integrity: 3
11 [Crew Factor: 1]
Crew:
1 x Class-1 K-gun, 1 x
Armament:
MKP packs (one-shot)
None
Defences:
Sensor Suite: Standard sensors, 1 Fire
control system
Drive Systems: Main Drive Rating 6A,
FTL (jump) drive
Systems Status
Status Display
Display
Systems
TMF: 20
NPV: 79
TECHNICAL SPECIFICATIONS:
Human Class
Equivalent:
Striker/Corvette
Displacement: 2000 tonnes (MASS
factor 20)
Hull Integrity: 6
Crew:
20 [Crew Factor: 1]
Armament:
1 x Class-1 K-gun, 2 x
MKP packs (one-shot)
Defences:
1 x one-shot
"scattergun" kinetic
killer
Sensor Suite: Standard sensors, 1 Fire
control system
Drive Systems: Main Drive Rating 6A,
FTL (jump) drive
KA'TAK CLASS
RAIDER DARK KILLER
(UN codename KEG)
HUMAN CLASS
EQUIVALENT:
Striker/Corvette
12
TMF: 30
NPV: 119
Systems Status
Status Display
Display
Systems
2
TECHNICAL SPECIFICATIONS:
Human Class
Heavy Frigate
Equivalent:
Displacement: 3000 tonnes
(MASS factor 30)
Hull Integrity: 9
30 [Crew Factor: 2]
Crew:
2 x Class-2 K-guns
Armament:
2 x one-shot
Defences:
"scattergun"
kinetic killers
Sensor Suite: Standard sensors, 1 Fire
control system
Drive Systems: Main Drive Rating 6A,
FTL (jump) drive
Systems Status
Status Display
Display
Systems
TMF: 40
NPV: 159
TECHNICAL SPECIFICATIONS:
Human Class
Equivalent:
Heavy Destroyer
Displacement: 4000 tonnes
(MASS factor 40)
Hull Integrity: 12
Crew:
40 [Crew Factor: 2]
Armament:
2 x Class-2 K-guns,
1 x Class-1 K-gun
Defences:
3 x one-shot
"scattergun"
kinetic killers
Sensor Suite: Standard sensors,
1 Fire control system
Drive Systems: Main Drive Rating 6A,
FTL (jump) drive
DI'TOK CLASS
LITTLE DEATH DARK SHIP
(UN codename KERF)
HUMAN CLASS
EQUIVALENT:
Heavy Destroyer
13
TMF: 60
NPV: 238
TECHNICAL SPECIFICATIONS:
Human Class
Light Cruiser
Equivalent:
Displacement: 6000 tonnes
(MASS factor 60)
Hull Integrity: 18
60 [Crew Factor: 3]
Crew:
2 x Class-3 K-guns,
Armament:
1 x Class-1 K-gun
4 x one-shot
Defences:
"scattergun"
kinetic killers
Sensor Suite: Standard sensors,
2 Fire control systems
Drive Systems: Main Drive Rating 6A,
FTL (jump) drive
SI'TEK CLASS
ROVER DARK SHIP
(UN codename KERMIT)
HUMAN CLASS
EQUIVALENT:
Patrol/Escort Cruiser
TECHNICAL SPECIFICATIONS:
TMF: 70
NPV: 278
14
Human Class
Equivalent:
Patrol or Escort Cruiser
Displacement: 7000 tonnes
(MASS factor 70)
Hull Integrity: 21
Crew:
70 [Crew Factor: 4]
Armament:
2 x Class-3 K-guns,
2 x Class-1 K-guns
Defences:
5 x one-shot
"scattergun"
kinetic killers
Sensor Suite: Standard sensors,
2 Fire control systems
Drive Systems: Main Drive Rating 6A,
FTL (jump) drive
TMF: 70
NPV: 275
TECHNICAL SPECIFICATIONS:
Human Class
Strike Cruiser
Equivalent:
Displacement: 7000 tonnes
(MASS factor 70)
Hull Integrity: 21
70 [Crew Factor: 4]
Crew:
3 x Class-3 K-guns,
Armament:
1 x Class-1 K-gun
2 x one-shot
Defences:
"scattergun"
kinetic killers
Sensor Suite: Standard sensors,
2 Fire control systems
Drive Systems: Main Drive Rating 6A,
FTL (jump) drive
VA'DOK CLASS
GREAT DEADLY SHIP
(UN codename KONTOS)
HUMAN CLASS
EQUIVALENT:
Heavy Cruiser
TECHNICAL SPECIFICATIONS:
TMF: 84
NPV: 329
15
Human Class
Equivalent:
Heavy Cruiser
Displacement: 8400 tonnes
(MASS factor 84)
Hull Integrity: 27
Crew:
84 [Crew Factor: 5]
Armament:
2 x Class-4 K-guns,
1 x Class-1 K-gun
Defences:
4 x one-shot
"scattergun"
kinetic killers
Sensor Suite: Standard sensors,
2 Fire control systems
Drive Systems: Main Drive Rating 6A,
FTL (jump) drive
TMF: 100
NPV: 393
5
1
5
1
TECHNICAL SPECIFICATIONS:
Human Class
Battlecruiser
Equivalent:
Displacement: 10000 tonnes
(MASS factor 100)
Hull Integrity: 36
100 [Crew Factor: 5]
Crew:
2 x Class-5 K-guns,
Armament:
2 x Class-1 K-guns
5 x one-shot
Defences:
"scattergun"
kinetic killers
Sensor Suite: Standard sensors,
3 Fire control systems
Drive Systems: Main Drive Rating 4A,
FTL (jump) drive
TECHNICAL SPECIFICATIONS:
TMF: 121
NPV: 467
16
Human Class
Equivalent:
Battleship
Displacement: 12100 tonnes
(MASS factor 121)
Hull Integrity: 48
Crew:
121 [Crew Factor: 7]
Armament:
2 x Class-5 K-guns,
3 x Class-1 K-guns
Defences:
6 x one-shot
"scattergun"
kinetic killers
Sensor Suite: Standard sensors,
3 Fire control systems
Drive Systems: Main Drive Rating 4A,
FTL (jump) drive
Systems Status
Status Display
Display
Systems
1
5
TECHNICAL SPECIFICATIONS:
Human Class
Battledreadnought
Equivalent:
Displacement: 16000 tonnes
(MASS factor 160)
Hull Integrity: 54
160 + fighter crews.
Crew:
[Crew Factor: 8]
2 x Class-5 K-guns,
Armament:
2 x Class-3 K-guns,
3 x Class-1 K-guns
7 x one-shot
Defences:
"scattergun"
kinetic killers
Sensor Suite: Standard sensors,
4 Fire control systems
Drive Systems: Main Drive Rating 4A,
FTL (jump) drive
Hangar Bays: 1 bay holding 6 fighters
(fighter cost not included)
4
LO'VOK CLASS
GREAT DEATH
SORROW SHIP
(UN codename KATANA)
HUMAN CLASS
EQUIVALENT:
Battledreadnought
Yu'Kas class
RULER WAR MOUNTAIN
Systems Status
Status Display
Display
Systems
6
1
1
TMF: 220
NPV: 883
1
1
TECHNICAL SPECIFICATIONS:
Human Class
Equivalent:
Superdreadnought
Displacement: 22000 tonnes
(MASS factor 220)
Hull Integrity: 72
Crew:
220 + fighter crews.
[Crew Factor: 11]
Armament:
4 x Class-6 K-guns,
5 x Class-1 K-guns
17
Defences:
13 x one-shot
"scattergun"
kinetic killers
Sensor Suite: Standard sensors,
5 Fire control systems
Drive Systems: Main Drive Rating 3A,
FTL (jump) drive
Hangar Bays: 1 bay holding 6 fighters
(fighter cost not included)
Do'San class
FOLLOWER SLIVER MOTHER
Systems Status
Status Display
Display
Systems
3
TMF: 180
NPV: 671
TECHNICAL SPECIFICATIONS:
Ko'San class
ATTACK SLIVER MOTHER
Human Class
Tactical Carrier
Equivalent:
Displacement: 18000 tonnes
(MASS factor 180)
Hull Integrity: 54
180 + fighter crews.
Crew:
[Crew Factor: 9]
4 x Class-3 K-guns,
Armament:
3 x Class-1 K-gun
7 x one-shot
"scattergun"
kinetic killers
Sensor Suite: Standard sensors,
3 Fire control systems
Drive Systems: Main Drive Rating 4A,
FTL (jump) drive
Hangar Bays: 4 bays each holding
6 fighters
(fighter cost not included)
TECHNICAL SPECIFICATIONS:
Defences:
Defences:
11 x one-shot
"scattergun"
kinetic killers
Sensor Suite: Standard sensors,
3 Fire control systems
Drive Systems: Main Drive Rating 4A,
FTL (jump) drive
Hangar Bays: 6 bays each holding
6 fighters
(fighter cost not included)
Human Class
Equivalent:
Heavy Carrier
Displacement: 24000 tonnes
(MASS factor 240)
Hull Integrity: 72
Crew:
240 + fighter crews.
[Crew Factor: 12]
Armament:
4 x Class-3 K-guns,
4 x Class-1 K-guns
TMF: 240
NPV: 917
Systems Status
Status Display
Display
Systems
18
TECHNICAL SPECIFICATIONS:
Human Class
Equivalent:
H
5
Light Freighter/
Fleet Tender
4000 tonnes
(MASS factor 40)
10
40 [Crew Factor: 1
(Merchant)]
1 x Class-1 K-gun
1 x one-shot
"scattergun"
kinetic killer
Standard sensors,
1 Fire control system
Main Drive Rating 2A,
FTL (jump) drive
18 mass [1800 tonnes]
Displacement:
Hull Integrity:
Crew:
Armament:
Defences:
Sensor Suite:
Drive Systems:
Cargo Holds:
H
5
H
4
H
4
TMF: 40
NPV: 97
TO'ROK CLASS
SEEKER STEALTHY SHIP
(UN codename KANGA)
HUMAN CLASS
EQUIVALENT:
Explorer/Recon ship
Systems Status
Status Display
Display
Systems
2
H
3
H
2
H
3
TMF: 60
NPV: 196
H
2
TECHNICAL SPECIFICATIONS:
Human Class
Equivalent:
Explorer/Recon Ship
Displacement: 6000 tonnes
(MASS factor 60)
Hull Integrity: 18
Crew:
60 [Crew Factor: 3]
Armament:
1 x Class-2 K-gun,
1 x Class-1 K-gun
Defences:
2 x one-shot
"scattergun" kinetic killers
19
Name:
ID:
Name:
ID:
Name:
Name:
ID:
ID:
ID:
Name:
Name:
Turn 1
Name:
Name:
ID:
Name:
Ship ID
ID:
Name:
ID:
ID:
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
Turn 7
Turn 8
Turn 9
Turn 10
[Note: in terms of the game background, Humanity knows almost nothing of the
Sa'Vasku beyond what has been observed of their combat capabilities. Much of the
detail provided below is background material to permit the development of
interesting scenarios; it does NOT represent information known to the players'
"characters" on board the ships in battle......]
Each Sa'Vasku "ship" is a single large bioconstruct, an artificial living entity in its
own right. Where separate "crew" have been encountered from Sa'Vasku vessels,
these have themselves been constructs engineered for specific functions, such as
the terrifying biotech warriors used as boarding parties and ground assault forces.
A Sa'Vasku ship-entity will carry many smaller constructs of almost limitless variety,
each specialised for a particular task, and these constructs are generally divided
into two types - Volitionals, which have their own individual intelligence and
limited free will, and Non-Volitionals which are mindless, bio-robotic worker
constructs.
The Sa'vasku have been around for a long time, and have seen many younger starfaring
civilisations rise, falter and die over the millennia. The Sa'Vasku themselves are huge,
almost immobile creatures that live a semi-aquatic existence surrounded and tended by
their myriad biotech constructs; they are not immortal, but are incredibly long-lived by
human standards, with lifespans into thousands of years. There are only a small number
of actual Sa'Vasku on each of the worlds that form their domain, and they seldom leave
those worlds, carrying out almost all contact between their own worlds and with other
races by proxy through their constructs.
The bulk of the main hull structure of a Sa'vasku ship is composed of living
matter termed "biomass", which serves both as structural integrity and to provide
raw material for the construction (or growth) of their fighter-equivalent Drones
and for other forms of expendable ordnance; raw biomass may also be used in
attempts to repair and replace damaged systems lost in combat. Most Sa'Vasku
ships other than the very smallest ones also carry an "armour" layer, termed a
carapace, which is composed of dead biomass that may not be converted for
other purposes.
Their technology is very advanced in some ways, though restricted in others by the
form that it has taken - they long ago reached a technological plateau and have
remained there ever since. Their control over biological engineering and biotechnology
is very great, and their constructs are supremely versatile, but they are certainly not
invincible against the "hard" weapons technology of the younger races.
The almost simultaneous (in galactic terms) rise of three aggressive and expansionist
young races - Humanity, the Phalons and the Kra'Vak - within the same smallish volume
of space has been unprecendented in recent history (that is, in the last few hundred
millennia!), and the Sa'Vasku find this highly disturbing - some of them believe it to be
the result of genetic manipulation by races even older than themselves, known simply
as the Old Ones, for reasons that even the Sa'Vasku do not understand.
Above all, the Sa'Vasku wish to maintain a balance - they are quite happy for things to
carry on as they have for many tens of thousands of years, and they fear change and
instability. They have realised that a total victory by any one of the younger races over
the others would leave the Sa'Vasku themselves at a disadvantage and open to attack.
While they generally dislike open interference in the affairs of other races (and
consider the younger races somewhat beneath their attention), in this case they have
found themselves getting involved - in effect, they wish to ensure that no-one actually
wins the war, and ideally they would like to see all the protagonists wear themselves
down through attrition until none of them are a further threat to the stability of the
area.
The Sa'Vasku will thus involve themselves (via their constructs) on any and all sides at
different times, especially if one race appears to be gaining the upper hand on a
strategic level, which makes their agenda less than comprehensible to the other races if a Sa'Vasku force is encountered it is impossible to know whether it will act as friend
or foe until it makes its intentions known (often by opening fire...) and reasoned
communication is impossible unless the Sa'Vasku themselves initiate it.
There have been a number of "meetings" between the Sa'Vasku constructs and humans
since first contact was made in 2188, always at the instigation of the Sa'Vasku. They
totally ignore all hailing and communication attempts from human ships, and humanity
has learnt that they must wait for the Sa'vasku to come to them. At times, human
communication attempts have been met with attacks of great ferocity, and it may well
be that they interpret some of the transmissions as hostile sensor sweeps; as with
everything concerning the Sa'Vasku, this remains pure conjecture to the humans.
The mobility, offensive and defensive capabilities of Sa'Vasku ships are uniquely
flexible - they can reconfigure themselves at will to direct their available power to
drives, screens, weapons etc. in any proportion, which makes them very
unpredictable to fight against - a ship that exhibits phenomenal thrust levels at one
moment may suddenly divert all power to its weapon nodes and unlease a hugely
powerful energy blast at potentially enormous ranges. The Sa'Vasku are not
invincible, however, and a ship that is using most of its power for thrust or weapons
fire is in turn very vulnerable to attack, as it will not have enough power left over to
put up its defences or to repair damage it sustains.
The "names" of the Sa'Vasku ship classes are given in the ship data as the closest
human-pronounceable rendition of the actual sound patterns made by the contact
constructs (the specialised volitional constructs that the Sa'Vasku use to interface
with humanity on the rare occasions that they deem this necessary) when describing
the ships, and the nearest possible human translation of these sounds - the use of
terms like "elder" and "younger" in these ship names appears to imply that Sa'Vasku
ships actually grow and mature into larger classes as they get older, but this may be
just a linguistic confusion (though it is the source of many "When I grow up I want
to be a Superdreadnought..." jokes among the Human military!).
It is not known if Sa'Vasku ship-entities have individual names as well, and there is
the possibility that some confusion may exist between these and the "class" names.
Most human navies have adopted the UNDIA-assigned codenames as standard
designations for the Sa'Vasku ship types encountered so far.
When Sa'Vasku drives become damaged as a result of a threshold check (or a needle
hit), they require double the normal amount of power input for a given thrust rating
(4% x thrust x MASS); again, these amounts are worked out in advance and entered up
on the thrust table for easy reference in play.
So, for thrust-6 with a MASS 80 ship, the power requirement is 2% of (6 x 80) = 9.6
(rounded up to 10) power points.
Now, don't worry about the bit of maths here - the power requirements will be
calculated at the design stage and entered up on the ship's Status Display in the form
of the "thrust table" (the ship designs in this volume have these already done, of
course), so you can see at a glance exactly how much power must be put into the
ship's Move pool to get the thrust level you want for that turn.
21
The amount of power that must be available in the M pool for a given thrust factor
is listed in the Thrust table on the ship's SSD.
Power allocated to the ATTACK (A) pool is available for powering the ship's Stinger Node(s)
to fire beam shots, and to fire any Pod Launcher Nodes if the ship is so equipped.
The amounts of power required for each weapon system are given in the relevant rules
for those systems. Power from the A pool is also used to fire the ship's point-defence
systems in the form of its Spicules.
Power allocated to the DEFENCE (D) pool is available for energising the ship's Screen
Node(s) if it has any; the amount required to power each screen node is equal to the
mass of the node, which in turn is equal to 5% of the overall ship mass.
The allocation of sufficient power to the D pool to operate the screen node(s) implies that
the screen is in operation for the whole of that turn. If a ship does not have a functional
screen node, then it does not gain any benefit from power allocated to the D pool.
Power allocated to the REPAIR (R) pool is available for system repair attempts, and is
also used by Broodships (or other ships with drone wombs) to "grow" their drone
(fighter) groups.
When activated, the FTL jump occurs according to the standard rules.
IMPORTANT NOTE: Any power points that are not used by the end of the turn,
whichever pool they have been allocated to, are lost. There is no power storage
from turn to turn. "USE IT OR LOSE IT...."
FTL Node MASS is equal to 10% of ship mass. Cost is 2 points per MASS of node.
STINGER NODES
BIOMASS BOXES
The Stinger Node is the Sa'Vasku equivalent of a standard FT beam weapon, except that
its output is variable according to how much power is allocated to each shot.
The damage track of a Sa'vasku ship is composed of biomass boxes in the same way as
other ships have hull integrity boxes. Where damage is concerned, a biomass box works
exactly like a hull box - one is crossed off for every damage point inflicted on the ship's
structure, working along each row from left to right. A threshold check is made for the
ship's systems when the end of a row of the damage track is reached.
Biomass differs from other races' ship hulls in that it can be deliberately consumed by
the ship itself, to produce drone (fighter) groups or ammunition for pod launchers
nodes, and also to repair damaged ship systems. All biomass consumed this way is
crossed off the damage track in the opposite direction to that of inflicted damage - ie:
from the right-hand end of the bottom row.
Consumed biomass does NOT cause threshold checks to be taken, even if an entire row
or more is consumed. Only inflicted damage can cause threshold checks to be made.
If the consumed biomass boxes meet the damaged ones (ie: all biomass boxes have
been crossed out for one reason or the other), then the ship is dead.
Each biomass box requires 1 MASS, and costs 2 points.
CARAPACE
A Sa'Vasku ship may have a number of Carapace boxes in a single row above the top
row of its biomass boxes; Carapace boxes are indicated by circle icons, in the same way
as human ship armour, and the carapace is treated like armour in all respects. The
carapace boxes represent a hardened layer of "dead" biomass, and may not be
consumed by the ship.
Carapace boxes take 1 MASS each, and cost 2 points per box.
POWER GENERATORS
A Sa'vasku ship has a number of Power Generators (usually four) placed at the end of
the rows of its biomass boxes. The total amount of power points available to the ship
for each game turn is the sum of the numbers in all the still-functioning Power
Generators.
As accumulated damage reaches the end of a row of biomass boxes, the Power
Generator at the end of that line is AUTOMATICALLY lost; it does not have to be rolled
for during the threshold check. Full rows of biomass consumed by the ship does NOT
cause the loss of a power generator.
MASS required for generators is 1 per power point value. Cost is 2 points per MASS.
ALLOCATING POWER
Each turn during the orders phase, the ship's available power (the sum of the
functioning power generators) must be divided between 4 "power pools"; MOVEMENT,
ATTACK, DEFENCE, and REPAIR, noted on the record chart as M, A, D and R. The division
of the available power points between the four pools is entirely at the player's
discretion, and there is no requirement to place any power points into any one pool power may be allocated to all four pools, or concentrated in just one or two, to choice.
Power allocated to the MOVEMENT (M) pool is available for powering the Main Drive
Node to apply thrust, or to power up the FTL Drive Node to make an FTL jump off-table.
One power point channelled through a stinger node produces a 1-die beam shot at up
to 12 mu range. At up to 24 mu range, 2 power points are required for a 1-die shot, at
up to 36 mu it doubles again to 4 power points per die, and continues doubling as
range increases - thus a Sa'Vasku beam may have any range you like as long as there is
enough power to pump into the Stinger node, but it is a system of rapidly diminishing
returns - you can get a shot to reach a huge 72 mu range if you REALLY want to, but
you will need 32 power points just to roll a single hit die!
Power points (PP) required for 1-die shot at:
0-12 mu range 1 PP
12-24 mu range 2 PP
24-36 mu range 4 PP
36-48 mu range 8 PP
48-60 mu range 16 PP
60-72 mu range 32 PP
and so on....
A single stinger node may handle any required amount of power for each shot, but each
node may only fire at one target in any given turn. All stinger nodes may fire through 3
arcs, and the node may be placed to cover any three contiguous arcs at the designer's
choice.
Sa'Vasku beam die rolls are read exactly as for standard beam weapons, ie: against an
unscreened target, 1-3 = no effect, 4-5 = 1 DP, 6 = 2 DP + reroll.
Human and Sa'Vasku screens, and Phalon vapour shrouds all affect stinger shots in the
standard way.
Rerolls are made for natural rolls of 6, and stingers do not penetrate armour (ie: hits
are taken by armour/carapace boxes if any remain, before applying any hits to hull)
unless reroll damage is inflicted.
EXAMPLE 1: A Sa'Vasku ship has 6 PP available for a single stinger shot; if it was to
engage a target within 12 mu, it would get to roll 6 dice; at up to 24 mu, 3 dice, and to
36 mu 1 die only (and 2 PP would be wasted).
EXAMPLE 2: A Sa'Vasku ship has 10 PP available for a single stinger shot; if it was to
engage a target within 12 mu, it would get to roll 10 dice; at up to 24 mu, 5 dice, and
to 36 mu 2 dice.
POD LAUNCHER NODES
A Pod Launcher Node is a projectile launcher which can fire a number of different
munitions, which are created by consuming biomass and then fired using power points
from the Attack (A) pool. The type of munition to be fired may be decided by the
player at the time of launch - it does not have to be specified earlier. Three different
munition ("pod") types are detailed below - the Lance, Leech and Interceptor Pods, but
the Sa'Vasku are versatile enough to use many others - we may add a few more types
later, or players are free to come up with some as house rules provided everyone in the
playing group is happy with them.
22
down into their constituents and the biomass that created them is available for reuse,
either as more drones or for other purposes.
A Drone Womb takes 1 turn to grow a drone group, and a second turn to launch it.
Recovery is the reverse - one turn to recover the remaining drones of the group (which will
almost certainly be understrength) and a second turn to reabsorb the biomass. While the
womb is occupied by any drones (whether being grown, reabsorbed, or held ready for
launch) it may not do anything else.
Creating drones uses power as well as biomass - one power point must be expended for
every drone grown, so a full group uses 6 power points; these power points must be
allocated to the Repair (R) pool at the start of the turn, and the growing of the drones
must be noted in the ship's orders for the turn.
Launching, recovering and reabsorbing of drones does NOT require power point expenditure.
Each Drone Womb take up 3 MASS and costs 9 points, not including the necessary biomass
to convert into drones.
EXAMPLE: a Sa'Vasku Broodship has four drone wombs. In turn one, the ship grows a drone
group in each of wombs 1 and 2, which consumes 12 of its hull biomass and also costs it 12
power points. In turn 2, the ship launches both its newly-created groups, and grows two more
in wombs 3 and 4, at the cost of another 12 power points and 12 biomass. These groups will
be able to launch in turn 3.
Later in the game, 3 surviving drones from one of the groups straggle back to the Broodship they are recovered, and the following turn may be broken down to recover 3 biomass for reuse
(this does not cost any power points).
DRONE FIGHTERS
The standard Sa'Vasku Drone (Ku'Tho'Ra, UN codename SPRIG) is a small, limited-range
space combat construct "piloted" by a single volitional brain (which is an integral part of
the drone). The drones are assembled, or grown, from biomass constituents within the
Drone Wombs of specially-equipped Sa'Vasku ships, which correspond to the fighter carriers
of other races. The Sa'Vasku do not use specialised drone types, the standard drone being
the combat equivalent of a typical human multirole fighter.
When and if recovered by their broodship (or any other Sa'Vasku ship with an functional
drone womb), drones are not re-armed like human fighters - their biomass is reabsorbed
by the carrier and may be reused to "grow" new drone groups, or used for other
functions.
Once launched from the drone womb, Sa'Vasku drones follow the same rules as human and
other fighters, including endurance (standard 6 Combat Endurance Factors), movement and
combat. They are NOT subject to Fighter Morale checks, and will always attack if the owning
player desires it. All Sa'Vasku drones are the equivalent of standard multirole fighters, ie: a
movement allowance of 24mu, and an attack of 1 die per drone. They may make secondary
moves of 12mu at the cost of one CEF.
Sa'Vasku drone groups always consist of 6 drones when at full strength.
SCREEN NODES
A Screen Node requires power points allocated to the Defence (D) pool equal to the MASS of
the node in order to operate. When powered, each screen node is the equivalent of a single
level of standard screen generator. A ship that carries two screen nodes may choose to
power one, both or neither in a given turn, depending on how much power it allocates to
the D pool. As with human screens, more than two screen nodes may be carried as
redundant backups, but no more than two will have an effect at any one time.
MASS required per Screen Node is 5% of ship MASS, with a MINIMUM size of 3 MASS. Cost
is 3 points per MASS of node.
Example:
A Sa'Vasku ship of MASS 120 carries two Screen Nodes; each node occupies 5% of the ship, or
6 MASS, and thus requires 6 power points to operate. If the player allocates 6 power points to
the D pool, one of the screen nodes is considered active and the ship benefits from the effects
of a level-1 screen for that turn. If 12 points are allocated to the D pool, then both screen
nodes are powered and the ship is treated as having level-2 screens in operation.
SPICULES
Spicules are the Sa'Vasku equivalent of Point Defence Systems; each Spicule may fire once
per turn at any one target that is attacking the ship, and requires one power point from the
ATTACK (A) pool to fire (though they are technically "defensive" weapons, they are active
weapons rather than passive systems and hence draw power from the A pool rather than the
D). A spicule has all-arc fire, and when fired rolls one die with exactly the same effects as a
standard PDS.
Note that the Sa'Vasku do not use an equivalent of an ADFC, and hence Spicules are not
capable of area-defence fire - that role is filled by the "interceptor pods" that may be fired
from Pod Launchers.
Each Spicule is 1 MASS, and costs 3 points.
23
supply the energy for everything else. Any amount of MASS may be allocated to
PGs, with each MASS generating one power point each turn.
EXAMPLE: We decide to allocate 22 MASS to PGs, giving our ship a power
generation capacity of 22 points per turn while it remains undamaged. The PGs are
always divided into 4 separate systems placed at the end of the rows of the
damage track - in this case our ship will have 2 PGs each of factor 6, and 2 of
factor 5; the stronger PGs are always on the lower damage track rows (so that the
weaker ones are lost first when damage is inflicted), so the four PGs will be
arranged as 5/5/6/6. The cost of the PGs will be MASS x 2, = 44 points.
5) ADD MAIN DRIVE NODE
All ships require a Main Drive Node, which requires 10% of the ship's overall
MASS; the amount of thrust the node will produce depends on the amount of
power channelled through it in any one turn.
EXAMPLE: Our 100 MASS ship thus needs to use 10 MASS for its main Drive Node.
The Main Drive Node costs 10 x 2 = 20 points.
6) INSTALL FTL DRIVE
If an FTL drive is to be part of the design, it is fitted at this stage and uses up
10% of the overall ship MASS.
EXAMPLE: Our ship needs an FTL drive; it will take up 10 MASS.
The FTL Node costs 10 x 2 = 20 points.
Add up the total MASS used by the Biomass, Carapace, Power Generators, Main
Drive and FTL Drive systems, and subtract this from the overall ship MASS to find
the amount left for fitting-out with offensive, defensive and other systems.
3) ADD CARAPACE.
4) ADD POWER GENERATORS.
5) INSTALL MAIN DRIVE NODE.
6) INSTALL FTL DRIVE NODE (if required).
EXAMPLE: Our design has used 30 MASS for biomass, 10 for carapace, 22 for Power
Generators,10 for Main Drive, and 10 for FTL Drive. This totals 82 MASS from the
overall 100, so we are left with 18 MASS for further systems.
Choose the desired mix of weapon and other system nodes to suit the ship's
intended mission profile, ensuring that the total MASS required for all the
systems does not exceed the available MASS left from step 7.
EXAMPLE: For this ship, we choose three offensive Stinger (beam) nodes, each of
which has three fire arcs - they will be arranged to cover the AP/FP/F, FP/F/FS and
F/FS/AS arcs, giving optimum overlapping coverage of fire. One Pod Launcher Node
is chosen to increase the variety and power of weaponry, aimed through the Fore
arc. 2 Spicules will provide point-defence fire, and 2 Cortex nodes fulfil the
functions of fire-control systems. Finally, for defence we decide on a Screen Node
that will provide the equivalent of a level-one screen when powered up.
3
1
2
2
1
x
x
x
x
x
= 18 MASS
342 points
24
T
1
2
3
4
5
6
7
8
9
10
11
P
2/4
4/8
6/12
8/16
10/20
12/24
14/16/18/20/22/-
Systems Status
Status Display
Display
Systems
Stinger Node
(3 arc fire)
6
Cortex Nodes (2)
PD Spicule
Drone Womb
Carapace
Power Generator
2
2
Damage Track
3
3
T
1
2
3
4
5
6
7
8
P
1/3
3/5
4/8
5/10
6/8/9/10/-
Power/Thrust Chart
removed. Leech Pods must be removed by damage control rolls in same way as
system repairs.
STINGER NODES
Each stinger node may fire once per turn. Any amount of power may be put
through one node.
Power points (PP) required for 1-die shot at:
0-12 mu range 1 PP
12-24 mu range 2 PP
24-36 mu range 4 PP
36-48 mu range 8 PP
48-60 mu range 16 PP
60-72 mu range 32 PP
Stinger beam die rolls are read exactly as for standard beam weapons, ie:
against an unscreened target, 1-3 = no effect, 4-5 = 1 DP, 6 = 2 DP + reroll.
INTERCEPTOR PODS
Range is 12 mu; any fighter group, missile salvo or plasma bolt within 12 mu of
the firing ship may be targetted - it does NOT have to fall within the fire arc of
the Pod Launcher.
Against fighters and missiles an Interceptor Pod kills 1 D6 members of the
target group/salvo; against plasma bolts, 4-5 reduces bolt strength by 1, 6 by
2. No rerolls.
ICON:
Pod Launcher Node (Fore arc)
Human and Sa'Vasku screens, and Phalon vapour shrouds all affect beam shots
in the standard way.
SCREEN NODE
Each screen node requires power points from "D" pool to operate; effect is as
for 1 level of standard screens per operating screen node. Power requirement
indicated by number in icon.
ICON:
Stinger Node (3 arc, FP/F/FS)
ICON (example):
SPICULES
Point-defence system that require 1 power point from "A" pool for one shot.
May fire once per turn, all-arc. Shot is resolved exactly as for standard PDS fire.
ICON:
LANCE PODS
Roll 1 die for hit: 3+ needed at 0-6 mu, 4+ at 6-12 mu, 5+ at 12-18 mu and 6
at 18-24 mu.
Hits score 1 D6 damage, first point off armour and remainder penetrating.
CORTEX NODES
Act as Fire Control systems, using standard rules. No power points required.
LEECH PODS
To-hit roll same as Lance Pods. On a hit, does 2 DP in first turn, but stays on
target and does 2 further damage points (non-penetrating) each turn until
ICON:
25
TMF: 10
NPV: 34
Systems Status
Status Display
Display
Systems
TECHNICAL SPECIFICATIONS:
Human Class
Scoutship
Equivalent:
Displacement: 1000 tonnes
(MASS factor 10)
Hull Biomass: 3
Carapace
None
Integrity:
2
Power Gen:
1 x Stinger node
Armament:
None
Defences:
Sensor Suite: Standard sensors,
1 x Cortex node
Drive Systems: Main Drive node,
FTL (jump) node
1
1
T
3
6
7
12
Systems Status
Status Display
Display
Systems
T
3
5
6
7
11
15
P
1/1
1/2
1/3
2/3
2/3/-
P
1/1
1/2
1/2/-
SA'KESS'THA CLASS
SCOUT SHIP
(UN codename STEM)
HUMAN CLASS
EQUIVALENT:
Scoutship
TECHNICAL SPECIFICATIONS:
Human Class
Equivalent:
Scoutship
Displacement: 1100 tonnes
(MASS factor 11)
Hull Biomass: 2
Carapace
Integrity:
1
Power Gen:
3
Armament:
1 x Stinger node
Defences:
None
Sensor Suite: Standard sensors,
1 x Cortex node
Drive Systems: Main Drive node,
FTL (jump) node
TMF: 11
NPV: 37
26
Systems Status
Status Display
Display
Systems
TMF: 18
NPV: 59
1
1
1
1
TECHNICAL SPECIFICATIONS:
Human Class
Corvette
Equivalent:
Displacement: 1800 tonnes
(MASS factor 18)
Hull Biomass: 5
Carapace
1
Integrity:
4
Power Gen:
1 x Stinger node
Armament:
1 x PD Spicule
Defences:
Sensor Suite: Standard sensors,
1 x Cortex node
Drive Systems: Main Drive node,
FTL (jump) node
T
2
3
4
6
9
12
Systems Status
Status Display
Display
Systems
FO'SATH'AAN CLASS
ATTACK SHIP
(UN codename SQUID)
HUMAN CLASS
EQUIVALENT:
Frigate
1
T
1
2
3
4
5
6
7
9
11
13
TECHNICAL SPECIFICATIONS:
Human Class
Equivalent:
Frigate
Displacement: 2400 tonnes
(MASS factor 24)
Hull Biomass: 8
Carapace
Integrity:
2
Power Gen:
6
Armament:
1 x Stinger node
Defences:
1 x PD Spicule
Sensor Suite: Standard sensors,
1 x Cortex node
Drive Systems: Main Drive node,
FTL (jump) node
P
1/1
1/2
1/3
2/4
3/4/-
P
1/1
1/2
1/3
2/4
2/5
3/6
3/4/5/6/-
1
2
2
TMF: 24
NPV: 77
27
Human Class
Heavy Destroyer
Equivalent:
Displacement: 4000 tonnes
(MASS factor 40)
Hull Biomass: 12
Carapace
2
Integrity:
9
Power Gen:
2 x Stinger nodes,
Armament:
1 x Pod Launcher node
1 x PD Spicule
Defences:
Sensor Suite: Standard sensors,
1 x Cortex node
Drive Systems: Main Drive node,
FTL (jump) node
Systems Status
Status Display
Display
Systems
2
T
1
2
3
4
5
6
7
9
10
11
TMF: 40
NPV: 130
2
3
TECHNICAL SPECIFICATIONS:
Human Class
Equivalent:
Light Cruiser
Displacement: 5200 tonnes
(MASS factor 52)
Hull Biomass: 16
Carapace
Integrity:
3
Power Gen:
12
Armament:
2 x Stinger nodes,
1 x Pod Launcher node
Defences:
2 x PD Spicules
Sensor Suite: Standard sensors,
2 x Cortex nodes
Drive Systems: Main Drive node,
FTL (jump) node
Systems Status
Status Display
Display
Systems
P
1/2
2/4
3/6
4/8
5/10
6/12
7/8/9/10/11/12/-
T
1
2
3
4
5
6
7
8
9
10
11
12
P
1/2
2/3
2/5
3/6
4/8
5/6/7/8/9/-
3
3
3
TMF: 52
NPV: 169
28
VAR'ARR'SHA CLASS
YOUNGER STRIKE SHIP
(UN codename STALKER)
HUMAN CLASS
EQUIVALENT:
Light Cruiser
Systems Status
Status Display
Display
Systems
TMF: 64
NPV: 208
T
1
2
3
4
5
6
7
8
9
10
11
12
TECHNICAL SPECIFICATIONS:
Human Class
Cruiser
Equivalent:
Displacement: 6400 tonnes
(MASS factor 64)
Hull Biomass: 18
Carapace
4
Integrity:
16
Power Gen:
3 x Stinger nodes,
Armament:
1 x Pod Launcher node
3 x PD Spicules
Defences:
Sensor Suite: Standard sensors,
2 x Cortex nodes
Drive Systems: Main Drive node,
FTL (jump) node
4
4
4
TECHNICAL SPECIFICATIONS:
Human Class
Equivalent:
Cruiser
Displacement: 7000 tonnes
(MASS factor 70)
Hull Biomass: 20
Carapace
Integrity:
6
Power Gen:
16
Armament:
3 x Stinger nodes,
1 x Pod Launcher node
Defences:
3 x PD Spicules
Sensor Suite: Standard sensors,
2 x Cortex nodes
Drive Systems: Main Drive node,
FTL (jump) node
Systems Status
Status Display
Display
Systems
P
1/3
3/6
4/8
6/11
7/14
8/10/11/13/14/15/-
T
1
2
3
4
5
6
7
8
9
10
11
P
1/3
3/5
4/8
5/10
6/13
8/15
9/10/12/13/14/15/-
4
4
4
TMF: 70
NPV: 226
29
VAR'THEE'SHA CLASS
STRIKE SHIP
(UN codename SPANKER)
HUMAN CLASS
EQUIVALENT:
Cruiser
Systems Status
Status Display
Display
Systems
5
4
T
1
2
3
4
5
6
7
8
P
2/4
4/8
6/11
8/15
9/11/13/15/-
TECHNICAL SPECIFICATIONS:
4
4
THY'SA'TETH CLASS
YOUNGER BROODSHIP
(UN codename STUBBY)
HUMAN CLASS
EQUIVALENT:
Escort Carrier
TMF: 94
NPV: 302
Human Class
Escort Carrier
Equivalent:
Displacement: 9400 tonnes
(MASS factor 94)
Hull Biomass: 36
Carapace
6
Integrity:
16
Power Gen:
1 x Stinger node
Armament:
1 x Screen node,
Defences:
3 x PD Spicules
Sensor Suite: Standard sensors,
2 x Cortex nodes
Drive Systems: Main Drive node,
FTL (jump) node
Drone
2 x Drone Wombs
Capability:
SHYY'THA'VAR CLASS
ELDER STRIKE SHIP
(UN codename SPIDER)
HUMAN CLASS
EQUIVALENT:
Battlecruiser
TECHNICAL SPECIFICATIONS:
Systems Status
Status Display
Display
Systems
5
6
6
6
6
30
Human Class
Equivalent:
Battlecruiser
Displacement: 10000 tonnes
(MASS factor 100)
Hull Biomass: 25
Carapace
Integrity:
8
Power Gen:
24
Armament:
3 x Stinger nodes,
2 x Pod Launcher nodes
Defences:
1 x Screen node,
3 x PD Spicules
Sensor Suite: Standard sensors,
3 x Cortex nodes
Drive Systems: Main Drive node,
FTL (jump) node
Systems Status
Status Display
Display
Systems
ANN'VAR'TETH CLASS
YOUNGER LEADER SHIP
(UN codename SMUDGER)
HUMAN CLASS
EQUIVALENT:
Battleship
T P
1 2/5
2 5/10
3 7/14
4 10/19
5 12/24
6 14/29
7 17/8 19/9 22/10 24/11 26/12 29/-
7
7
8
8
TMF: 120
NPV: 390
TECHNICAL SPECIFICATIONS:
First encountered: 2189.
One of the smaller of the so-called "Leader
Ships" (the Sa'Vasku term for its capital ship
classes) the Ann'Var'Teth is a main battleline
unit that can deal out a huge amount of
firepower thanks to its extensive generator
capacity, and it is well protected by a screen
system and a reasonably strong carapace.
Human Class
Battleship
Equivalent:
Displacement: 12000 tonnes
(MASS factor 120)
Hull Biomass: 30
Carapace
9
Integrity:
30
Power Gen:
4 x Stinger nodes,
2 x Pod Launcher nodes
1 x Screen node,
Defences:
4 x PD Spicules
Sensor Suite: Standard sensors,
3 x Cortex nodes
Drive Systems: Main Drive node,
FTL (jump) node
Armament:
SLA'THA'ROSH CLASS
LEADER SHIP
(UN codename SPECTRE)
HUMAN CLASS
EQUIVALENT:
Battledreadnought/
Heavy Battleship
TECHNICAL SPECIFICATIONS:
Systems Status
Status Display
Display
Systems
8
8
8
8
31
T
1
2
3
4
5
6
7
8
9
Systems Status
Status Display
Display
Systems
TMF: 220
NPV: 724
11
11
P
4/9
9/18
13/26
18/35
22/26/31/35/40/-
10
10
10
10
TECHNICAL SPECIFICATIONS:
Human Class
Superdreadnought
Equivalent:
Displacement: 22000 tonnes
(MASS factor 220)
Hull Biomass: 60
Carapace
16
Integrity:
40
Power Gen:
8 x Stinger nodes,
3 x Pod Launcher nodes
2 x Screen nodes,
Defences:
6 x PD Spicules
Sensor Suite: Standard sensors,
4 x Cortex nodes
Drive Systems: Main Drive node,
FTL (jump) node
Drone
1 x Drone Womb
Capability:
Armament:
Systems Status
Status Display
Display
Systems
12
T
1
2
3
4
5
6
7
8
9
12
P
5/10
10/19
14/29
19/38
24/29/34/38/43/-
11
11
11
11
TECHNICAL SPECIFICATIONS:
Human Class
Equivalent:
Heavy Fighter
Carrier
Displacement: 24000 tonnes
(MASS factor 240)
Hull Biomass: 80
Carapace
Integrity:
12
Power Gen:
44
32
Armament:
TMF: 240
NPV: 779
4 x Stinger nodes,
1 x Pod Launcher node
Defences:
2 x Screen nodes,
6 x PD Spicules
Sensor Suite: Standard sensors,
3 x Cortex nodes
Drive Systems: Main Drive node,
FTL (jump) node
Drone
Capability:
4 x Drone Wombs
Name:
ID:
T
Name:
ID:
Name:
ID:
POWER ALLOCATION
M
A
D
R
POWER ALLOCATION
M
A
D
R
POWER ALLOCATION
M
A
D
R
10
10
10
10
Name:
ID:
T
POWER ALLOCATION
M
A
D
R
Notes:
POWER ALLOCATION
M
A
D
R
Name:
ID:
Name:
10
10
POWER ALLOCATION
M
A
D
R
the second (middle) layer. If the hit was from a pulse torpedo instead, which rolled a
5 for damage, the 5 DP would be split between as 3 DP to the outer and 2 DP to the
middle layer.
If the same ship was hit by a small K-gun round that did 2 DP, it would suffer 1 DP to
the outer layer and one to the second layer; if the K-gun was a larger round that did 6
DP, it would inflict 1 DP to the outer (third) layer, 1 to the middle (second) layer, 1 to
the inner (first) layer and its final 3 DP to the hull itself.
PULSER BATTERIES
The Phalons' primary anti-ship weapon is the Pulser, which is an energy weapon very
like the standard human beam systems. There is only one "class" of pulser, and it may
have one, three or six arcs of fire - the MASS requirement is 2, 3 or 4 MASS respectively
according to the number of fire arcs chosen, and the cost is 5 points per MASS used.
The differences between pulsers and standard beams are as follows:
i) The pulser delivers a set amount of power (ie: die rolls) over its full effective range
(unlike beams, whose number of dice rolled degrades with increasing range), and:
ii) Each pulser system may be "configured" before each battle as a LONG range weapon
(pulser-L), MEDIUM range (pulser-M) or CLOSE range (pulser-C).
The different configurations roll different numbers of dice per shot, as below:
LONG range mode (pulser-L):
range 0-36mu
MEDIUM range mode (pulser-M): range 0-24mu
CLOSE range mode (pulser-C):
range 0-12mu
Any mix of pulser configurations may be chosen by the Phalon player for each of his
ships before the game, and the relevant letters (L, M or C) written into the blank pulser
icons on the ship SSD. Under no circumstances may the configuration be altered
DURING a game.
[For an added twist, if Phalon ships are attacked unexpectedly (eg: an ambush
scenario) and do not have time to adjust the tuning of their pulsers to suit the coming
battle, players may agree to choose the settings at random - roll a D6 for each pulser
battery: on 1 or 2, it is currently configured as a pulser-L, on 3 or 4 as a pulser-M, and
on 5 or 6 a pulser-C.]
Pulser fire dice are read as for standard beam weapon fire, ie: 1-3 = no effect, 4-5 = 1
Damage Point, 6 = 2DP plus a reroll.
Screens ARE effective against pulser fire as per standard rules, as are the Phalons' own
vapour shrouds (see below).
One hull box is lost to each point of damage that penetrates the shell and other
defences.
Pulser fire is non-penetrating (ie: damage is taken on armour first) with the exception
of damage inflicted by rerolls.
Typically, the hull integrity of a Phalon ship is quite low - around 20% of the ship mass
- but it is protected by the shell armour.
All Pulsers, regardless of current configuration, can function as PDS instead of anti-ship
fire in any given turn, using the normal PDS rules, ranges and effects - see point
defence rules below.
The protective "shells" of Phalon ships follow the same rules as human armour, with
the exception of the way the boxes are laid out; any amount may be used, at 1 MASS
(and 2 points cost) per shell box, and one damage point destroys one shell box.
Phalon shells, unlike standard armour, may be multi-layered - the shell boxes may be
stacked in anything up to four layers (and theoretically even more if required). The first
layer is the inner layer, the one nearest the hull (ie: the "bottom" layer on the ship
diagram), the second layer the one above it, and so on. The topmost layer on the
diagram is always referred to as the "outer" layer. Generally, the outer layers will be
weaker (shorter rows) than those beneath them, but this is not a specific requirement.
The points cost of a shell boxes depends on the layer it is in: the cost is 2 x layer
number, so a box in the inner (first) layer costs 2 points, a second layer box 4 points,
third layer 6 points and fourth layer 8 points.
When hit by weapons that do not bypass armour, shell boxes are crossed off the
outermost (top) layer, just like hull boxes (moving onto the next layer down if the top
one is all gone). Weapons that do half armour/half hull damage have their effects
applied half to the outermost layer of shell, and half to the next layer in.
Weapons that do reroll damage apply the effects of each successive reroll to the next
layer in - so if the player is lucky enough to get a double reroll (2 sixes in a row) then
some of the damage may penetrate as many as the three shell layers (or directly to the
hull if it is only a 2-layer shell).
Kra'Vak K-gun hits expend 1 damage point on EACH layer of shell, taking out one box
from each successive layer and doing any remainder to the hull if the damage reaches
that far.
Example:
Take a large Phalon ship which has three layers of shell boxes; if it is hit by a beam
shot that rolls a 6, and then scores a 4 on the reroll, then the original 2 DP are taken
by the outer shell layer (third layer), and the 1 point of reroll damage goes down to
Phalon ships do not have separate point-defence system (PDS); instead, they may elect
to use any of their pulser batteries as PDS during the point-defence phase, firing at any
one fighter group, missile salvo or plasma bolt that is attacking the firing ship. A
pulser used in this mode fires exactly as for a standard PDS shot, with the same die
rolls and effects. Any pulser used in the PDS mode rolls only ONE die, regardless of how
the pulser is currently configured.
Unlike standard point-defence systems, pulsers can have limited arcs of fire - in this
case, a pulser in PDS mode may ONLY engage a target (fighter group, missile salvo,
plasma bolt etc.) that is actually within that pulser's normal fire arc(s). It is thus an
acceptable tactic for fighters engaging a Phalon ship to try to manoeuvre so as to be
out of the pulsers' defensive fire arcs, but this will often entail them making a
secondary move and thus burning up a valuable combat endurance factor.
Phalon ships may carry ADFC (Area-Defence Fire Controls), advanced firecontrol systems
that allow them to use their pulsers' point-defence capability to support any other ship
that is within 6mu of the firing ship; they operate exactly as standard human ADFC
systems*, and have the same mass and cost requirements - 2 MASS and a cost of 8
points per ADFC.
Any pulser that fires in either the point or area defence mode may NOT also fire in antiship mode in the same turn.
As per the standard rules for PDS fire, the Phalons do NOT need a functioning fire
control system in order to fire in the point-defence mode.
[*Note that the ADFC system was introduced in Fleet Book 1 to replace the ADS used in
FT 2nd edition; unlike the original ADS, the ADFC is not a weapon system in its own
right - it is a specialised fire control director that allows the ship's PDS to function in
the area-defence mode.]
35
The Phalon Plasma Bolt Launchers (PBLs) are available in sizes from class-1 upwards,
with class-6 being the largest commonly seen (though larger ones are possible). The
launcher is a 3-arc (180 degree) system, and is normally (but not always) mounted to
fire through the forward arcs of the ship (FP/F/FS).
Phalon ships use the same rules for crew factors and damage-contol parties as human
ships; there is one crew factor for each 20 MASS of ship (or part thereof), so for example
a MASS 30 Phalon ship has a crew factor of 2, and a MASS 41 ship a factor of 3.
A plasma bolt launcher of any size must spend 1 turn recharging between shots, so can
only fire every OTHER game turn - whenever a ship fires a PBL, a note or mark should
be made in the order-writing box for the next turn to indicate that the launcher is
recharging and cannot be fired.
A plasma bolt launcher fires a bolt of a size equal to the launcher class, to a maximum
range of 30mu; a suitable marker, numbered with the bolt size, is placed during the
ordnance fire phase of the turn; it may be placed anywhere within the appropriate 180
degree fire arc.
During the point defence phase, any ship within 6mu of a plasma bolt marker may fire
at the bolt with its PDS. Note that this does NOT require the use of an ADFC system, as
all ships within 6mu of the bolt are considered to be "under attack" by the bolt.
When a hull box containing a crew star is lost to damage, that crew factor is lost due
to accumulated crew casualties.
Crew factors represent the number of damage control parties (DCPs) available to the
ship - one DCP for every remaining crew factor on the ship. DCPs may attempt to repair
systems lost to threshold damage, with up to three DCPs being allocated to each
attempted system repair - the basic roll of success in the repair attempt is 6 if one DCP
is working on it, -1 for each additional DCP allocated to the task (so the allowed
maximum of 3 DCPs will make a successful repair on a roll of 4+). Any one system may
only be the subject of one attempted repair roll in any given turn.
Roll a D6 per PDS firing - each roll of 6 reduces the effective strength (class) of the
bolt by 1, so one roll of 6 will eliminate a size 1 plasma bolt altogether, or reduce a
size 4 bolt to a size 3, etc. These PDS hit effects are cumulative, so 3 hits on a size 4
bolt will reduce it to a size 1. The bolt marker should be exchanged for one of an
appropriate number for the reduced bolt strength.
Phalon pulsers fired in PDS mode roll as for normal point defence systems against
plasma bolts.
HANGAR BAYS
Class 1 beams and class 1 K-guns may NOT be used in their secondary PDS role against
plasma bolts, but Kra'Vak scatterguns may, and are even more effective than standard
PDS: they roll like a "beam" die, removing 1 strength from a bolt on a 4 or 5 result, and
2 strength classes on a 6 (NO reroll). Sa'Vasku interceptor pods may also engage plasma
bolts, with the same roll as a Kra'Vak scattergun.
Phalon ships may carry hangar bays and fighter groups (or other embarked small craft)
in exactly the same way as human ships, using all the standard rules. Refer to the
Fighter Rules section for more details on the different Phalon fighter types available.
Each Fighter Bay uses 9 MASS and costs 18 points; bays for other small craft use 1.5 x
the MASS of craft carried, and cost 3 points per MASS used.
Fighter groups may target PBs if they are within 6mu; roll for each fighter as if it was a
PDS (ie: each roll of 6 counts as a hit).
Note that in general only the Phalon "Motherships" carry fighter bays, though this is
for doctrinal rather than technical reasons.
Ships with ADFC capability may add their PDS fire in support of any ships within 6 mu
of them that are within the effect radius of a plasma bolt, even if the ADFC-equipped
ship is itself outside the danger area.
FIGHTERS
The Phalons use fighters in much the same way as human fleets, with each fighter
being piloted by one to three Phalon crew. Several different types of Phalon fighters
have been observed, the most common being the Nith class multirole (UN codename
PEG), the Tuus class heavy fighter (UN codename PUD) and the Vaan class interceptor
(UN codename PAM).
After the PDS fire is completed, any remaining plasma bolts on the board explode; their
burst radius is 6mu* (irrespective of their size) and they inflict a number of full dice of
damage (ie: damage points = number rolled) equal to their size, on ALL ships within
that radius (roll individually for each ship that may suffer damage).
Phalon fighter groups follow all the normal fighter rules, and have the usual points
costs for their specialised types; the basic multirole type has a movement allowance of
24mu (plus 12mu secondary move) and a standard 1-die attack, and Heavy and
Interceptor specialised variants all follow the relevant rules. If you are using the
Fighter Morale rules, they apply to Phalons exactly as to human forces.
Example:
A class-5 plasma bolt is disrupted and weakened by two successful PDS hits, so when it
explodes it will have an effective strength of a class-3 bolt. The bolt detonates, catching
two ships in its burst radius. 3 D6 are rolled for each ship - the first rolls 2,3 and 6 and
takes a total of 11 Damage Points, the second rolls 1,3 and 5 and takes 9 DP.
Plasma bolt damage is non-penetrating, and takes all damage off armour
/shell/carapace (if any) before damaging hull. There are NO rerolls for plasma bolt
damage.
Screens (human or S'V) and the Phalons' own Vapour Shrouds are effective against PB
damage - Level-1 Screens negate any rolls of 6, level-2 screens and Vapour Shrouds
negate all rolls of 5 or 6. Thus, in the example given above, if the first ship had a
level-1 screen up it would have only taken 5 DP (ignoring the 6 rolled), and if the
second ship had a level-2 screen (or a vapour shroud) it would only take 4 DP (the 5
roll would be negated, as would any 6s that were rolled).
A Plasma Bolt Launcher system takes up a MASS of 5 times the class of the launcher.
The points cost is 3 points per MASS.
VAPOUR SHROUDS
[* If using the vector movement rules from Fleet Book 1, you may wish to reduce the
burst radius of plasma bolts to 4 (or even 3) mu to compensate for the more accurate
prediction of target movement that occurs when using the vector system; a similar rule
was suggested in FB1 with regard to the attack radius of salvo missiles, for the same
reason. If you decide on this, ensure all your players know before the game which
version you will be using - 6mu should be considered the default value unless agreed
otherwise!]
FIRE CONTROL SYSTEMS
Phalon ships carry fire-control systems that function exactly as their human
equivalents; use all standard rules for them. A Phalon FC system requires 1 MASS and
costs 4 points.
Note that an operational fire-control system is required in order for a Phalon ship to
launch a plasma bolt, but the same fire-control may also be used for anti-ship pulser
fire in the main fire phase.
The Phalons have the ability to puff out a shroud of vapour droplets and ice crystals
around their ships, which shields them from incoming fire but also blocks outgoing fire
as well.
Deploying the shroud must be noted in movement orders, and affects the ship for the
entire turn. A shrouded ship may move as normal, but may not fire any weapons at all,
including point-defence fire.
A deployed shroud acts like a level-2 screen against all energy weapon attacks,
including Phalon pulsers and plasma bolt damage, human beams etc. Weapons normally
unaffected by screens (K-guns, Pulse Torps, SMs etc) are unaffected by vapour shrouds.
Fighters may attack a shrouded ship, but suffer the same penalty as other weapons fire
- it is the same as attacking a screen-2 target, UNLESS they are using non-beam
weapons (ie: Kra'Vak fighters, and other races' Torpedo fighters or equivalents). Phalon
Motherships may not launch or recover fighters while their shroud is deployed.
System mass: 5% of total ship mass, minimum 1 MASS. Cost = MASS x 3.
36
A Plasma Bolt Launcher of class-3 is fitted in the ship's bows, and the whole weapon
suite is directed by three fire control systems.
The standard Phalon Vapour Shroud gland is fitted for passive defence when needed.
1) SELECT OVERALL SHIP MASS
This may be any size desired, though most combat starships fall within 10-200 MASS.
EXAMPLE: We choose to build a Phalon Warrior (cruiser) type ship with a total MASS
factor of 100 which is towards the high end of the Warrior category. This gives us a
basic hull that will take up to 100 MASS of drives, shell and other systems.
2) SELECT HULL INTEGRITY LEVEL
Any amount of the available MASS may be used for HULL INTEGRITY, which
represents the overall structural strength of the ship's hull and its ability to
absorb damage. The only restriction is that the MINIMUM amount of hull integrity
is 10% of the ship's total MASS.
The actual MASS of the Hull Integrity chosen is equal to the number of DAMAGE
BOXES the ship has, which are then organised into four rows (in accordance with
the Damage Track rules).
Crew factors should be worked out and indicated on the damage track at this
point (mainly for Damage Control purposes), in exactly the same way as for
human ship designs.
EXAMPLE: Phalon ships generally use fairly weak internal hull structures protected
by their special "shell" armour; we choose to allocate 20 MASS to Hull Integrity, so
the ship has 20 Damage Boxes (which will be arranged on the Damage Track as
four rows of 5). The points cost for the hull integrity will be 2 x MASS used,
ie: 40 points.
=
=
=
=
=
4 MASS
3 MASS
8 MASS
15 MASS
3 MASS
= MASS 5
MASS x 1
MASS x 2
(8x2) + (4x4)
MASS x 2
MASS x 2
MASS x 5
MASS x 5
MASS x 5
MASS x 3
MASS x 4
MASS x 3
100 points
40 points
32 points
40 points
20 points
20 points
15 points
40 points
45 points
12 points
15 points
379 points
Systems Status
Status Display
Display
Systems
Pulser
(6 arc fire)
All ships require a Main Drive; the MD takes up 5% of the ship's overall MASS for
every Thrust Factor of drive power.
Pulser
(3 arc fire)
Hangar bay
If an FTL drive is to be part of the design, it is fitted at this stage and uses up
10% of the overall ship MASS.
Shell layer 3
EXAMPLE: Our Warrior ship needs an FTL drive; it will take up 100 x 10% = 10
MASS. The FTL drive will cost 10 x 2 = 20 points.
Shell layer 1
Add up the total MASS used by the Hull Integrity, Shell, Main Drive and FTL Drive
systems, and subtract this from the overall ship MASS to find the amount left for
fitting-out with offensive, defensive and other systems.
FTL Drive
4
Vapour shroud gland
Shell layer 2
Damage Track
Command Bridge Icon
Life Support Icon
EXAMPLE: Our design has used 20 MASS for Hull Integrity, 12 for Shell, 20 for Main
Drive and 10 for FTL Drive. This totals 62 MASS from the overall 100, so we are left
with 38 MASS for fitting-out.
37
TMF: 10
NPV: 39
TECHNICAL SPECIFICATIONS:
Human Class
Recon Scout
Equivalent:
Displacement: 1000 tonnes
(MASS factor 10)
Hull Integrity: 1
Shell Strength: Layer 1: 1
10 [Crew Factor: 1]
Crew:
1 x Pulser battery
Armament:
Vapour shroud gland
Defences:
Sensor Suite: Standard sensors,
1 Fire control system
Drive Systems: Main Drive Rating 6,
FTL (jump) drive
Systems Status
Status Display
Display
Systems
TECHNICAL SPECIFICATIONS:
TMF: 12
NPV: 51
38
Human Class
Equivalent:
Battle Scout
Displacement: 1200 tonnes
(MASS factor 12)
Hull Integrity: 2
Shell Strength: Layer 1: 1
Crew:
12 [Crew Factor: 1]
Armament:
1 x Pulser battery
Defences:
Vapour shroud gland
Sensor Suite: Standard sensors,
1 Fire control system
Drive Systems: Main Drive Rating 4,
FTL (jump) drive
TMF: 16
NPV: 60
TECHNICAL SPECIFICATIONS:
Human Class
Corvette
Equivalent:
Displacement: 1600 tonnes
(MASS factor 16)
Hull Integrity: 2
Shell Strength: Layer 1: 2
16 [Crew Factor: 1]
Crew:
1 x Pulser battery
Armament:
Vapour shroud gland
Defences:
Sensor Suite: Standard sensors,
1 Fire control system
Drive Systems: Main Drive Rating 6,
FTL (jump) drive
Systems Status
Status Display
Display
Systems
TMF: 21
NPV: 84
TECHNICAL SPECIFICATIONS:
Human Class
Equivalent:
Frigate
Displacement: 2100 tonnes
(MASS factor 21)
Hull Integrity: 3
Shell Strength: Layer 1: 2
Crew:
21 [Crew Factor: 2]
Armament:
2 x Pulser batteries
Defences:
Vapour shroud gland
Sensor Suite: Standard sensors,
1 Fire control system
Drive Systems: Main Drive Rating 6,
FTL (jump) drive
39
TMF: 24
NPV: 89
TECHNICAL SPECIFICATIONS:
Human Class
Frigate
Equivalent:
Displacement: 2400 tonnes
(MASS factor 24)
Hull Integrity: 3
Shell Strength: Layer 1: 2
24 [Crew Factor: 2]
Crew:
1 x Pulser battery,
Armament:
1 x Class-1
Plasma Bolt launcher
Vapour shroud gland
Defences:
Sensor Suite: Standard sensors,
1 Fire control system
Drive Systems: Main Drive Rating 6,
FTL (jump) drive
Systems Status
Status Display
Display
Systems
TMF: 41
NPV: 150
TECHNICAL SPECIFICATIONS:
Human Class
Equivalent:
Heavy Destroyer
Displacement: 4100 tonnes
(MASS factor 41)
Hull Integrity: 7
Shell Strength: Layer 1: 4
Crew:
41 [Crew Factor: 3]
Armament:
2 x Pulser batteries,
1 x Class-1 Plasma Bolt
launcher
Defences:
Vapour shroud gland
Sensor Suite: Standard sensors,
1 Fire control system
Drive Systems: Main Drive Rating 6,
FTL (jump) drive
40
TMF: 58
NPV: 225
TECHNICAL SPECIFICATIONS:
Human Class
Light Cruiser
Equivalent:
Displacement: 5800 tonnes
(MASS factor 58)
Hull Integrity: 10
Shell Strength: Layer 1: 3, Layer 2: 2
58 [Crew Factor: 3]
Crew:
3 x Pulser batteries,
Armament:
1 x Class-2 Plasma
Bolt launcher
Vapour shroud gland
Defences:
Sensor Suite: Standard sensors,
2 Fire control systems
Drive Systems: Main Drive Rating 4,
FTL (jump) drive
TMF: 70
NPV: 276
Systems Status
Status Display
Display
Systems
TECHNICAL SPECIFICATIONS:
Human Class
Equivalent:
Medium Cruiser
Displacement: 7000 tonnes
(MASS factor 70)
Hull Integrity: 12
Shell Strength: Layer 1: 4, Layer 2: 3
Crew:
70 [Crew Factor: 4]
Armament:
4 x Pulser batteries,
1 x Class-2 Plasma
Bolt launcher
Defences:
Vapour shroud gland
Sensor Suite: Standard sensors,
2 Fire control systems
Drive Systems: Main Drive Rating 4,
FTL (jump) drive
41
TMF: 104
NPV: 398
Systems Status
Status Display
Display
Systems
TMF: 80
NPV: 299
Systems Status
Status Display
Display
Systems
TECHNICAL SPECIFICATIONS:
Human Class
Equivalent:
Battlecruiser
Displacement: 10400 tonnes
(MASS factor 104)
Hull Integrity: 20
Shell Strength: Layer 1: 8, Layer 2: 4
Crew:
104 [Crew Factor: 6]
Armament:
5 x Pulser batteries,
1 x Class-3 Plasma
Bolt launcher
Defences:
Vapour shroud gland
Sensor Suite: Standard sensors,
3 Fire control systems,
1 ADFC
Drive Systems: Main Drive Rating 4,
FTL (jump) drive
42
TECHNICAL SPECIFICATIONS:
Human Class
Battleship
Equivalent:
Displacement: 13200 tonnes
(MASS factor 132)
Hull Integrity: 24
Shell Strength: Layer 1: 8, Layer 2: 4,
Layer 3: 4
132 [Crew Factor: 7]
Crew:
7 x Pulser batteries,
Armament:
1 x Class-4 Plasma
Bolt launcher
Vapour shroud gland
Defences:
Sensor Suite: Standard sensors,
3 Fire control systems
Drive Systems: Main Drive Rating 4,
FTL (jump) drive
TMF: 132
NPV: 522
PTATH CLASS
GREAT WARRIOR
(UN codename PLONKER)
HUMAN CLASS
EQUIVALENT:
Battleship
TMF: 170
NPV: 658
Systems Status
Status Display
Display
Systems
TECHNICAL SPECIFICATIONS:
Human Class
Equivalent:
Battledreadnought
Displacement: 17000 tonnes
(MASS factor 170)
Hull Integrity: 30
Shell Strength: Layer 1: 9, Layer 2: 5,
Layer 3: 4
Crew:
170 [Crew Factor: 9]
Armament:
7 x Pulser batteries,
1 x Class-5 Plasma
Bolt launcher,
1 x Class-2 Plasma
Bolt launcher
Defences:
Vapour shroud gland
Sensor Suite: Standard sensors,
3 Fire control systems
Drive Systems: Main Drive Rating 4,
FTL (jump) drive
43
TMF: 250
NPV: 1041
Systems Status
Status Display
Display
Systems
TECHNICAL SPECIFICATIONS:
Human Class
Superdreadnought
Equivalent:
Displacement: 25000 tonnes
(MASS factor 250)
Hull Integrity: 42
Shell Strength: Layer 1: 16, Layer 2: 10,
Layer 3: 8, Layer 4: 6
250 [Crew Factor: 13]
Crew:
11 x Pulser batteries,
Armament:
1 x Class-6 Plasma
Bolt launcher,
2 x Class-3 Plasma
Bolt launchers
Vapour shroud gland
Defences:
Sensor Suite: Standard sensors,
5 Fire control systems
Drive Systems: Main Drive Rating 2,
FTL (jump) drive
TMF: 170
NPV: 641
TAANIS CLASS
MOTHERSHIP
(UN codename PANDORA)
HUMAN CLASS
EQUIVALENT:
Light Carrier
Systems Status
Status Display
Display
Systems
TECHNICAL SPECIFICATIONS:
Human Class
Equivalent:
Light Carrier
Displacement: 17000 tonnes
(MASS factor 170)
Hull Integrity: 30
Shell Strength: Layer 1: 8, Layer 2: 4,
Layer 3: 4
Crew:
170 [Crew Factor: 9]
+ fighter crews
Armament:
5 x Pulser batteries,
1 x Class-2 Plasma
Bolt launcher
Defences:
Vapour shroud gland
Sensor Suite: Standard sensors,
2 Fire control systems
Drive Systems: Main Drive Rating 4,
FTL (jump) drive
Hangar bays: 4 bays each holding
6 fighters. (fighter cost
not included)
44
Systems Status
Status Display
Display
Systems
DRAATH CLASS
MOTHERSHIP
(UN codename PARADOX)
HUMAN CLASS
EQUIVALENT:
Heavy Carrier
3
TECHNICAL SPECIFICATIONS:
Human Class
Heavy Carrier
Equivalent:
Displacement: 25000 tonnes
(MASS factor 250)
Hull Integrity: 40
Shell Strength: Layer 1: 12, Layer 2: 8,
Layer 3: 6, Layer 4: 4
250 [Crew Factor: 13]
Crew:
+ fighter crews
8 x Pulser batteries,
Armament:
1 x Class-3 Plasma
Bolt launcher
Vapour shroud gland
Defences:
Sensor Suite: Standard sensors,
2 Fire control systems
Drive Systems: Main Drive Rating 2,
FTL (jump) drive
Hangar bays: 8 bays each holding
6 fighters. (fighter cost
not included)
PULSER BATTERIES
Each pulser must be configured before the game to L, M or C mode.
LONG range mode (pulser-L):
range 0-36mu
ICON:
Pulser fire dice are read as 1-3 = no effect, 4-5 = 1 Damage Point, 6 = 2DP plus
a reroll.
Level-1 screens negate rolls of 4; level-2 screens and vapour shrouds negate
rolls of 4 or 5.
Burst radius of all plasma bolts is normally 6 mu. Each ship in radius takes 1 D6
damage per strength of bolt.
range 0-12mu
ICONS (examples)
All Pulsers can function as PDS instead of anti-ship fire in any given turn, using
the normal PDS rules, ranges and effects (limited-arc pulsers may only fire at
targets within their valid fire arcs).
ICONS (examples):
VAPOUR SHROUDS
Use must be noted in orders for that turn; blocks all outgoing fire, and acts as
a level-2 screen against incoming fire (no effect against weapons that normally
ignore screens).
ICON:
45
Name:
ID:
Name:
ID:
Name:
ID:
Name:
ID:
Name:
ID:
Name:
ID:
Name:
ID:
Name:
ID:
Name:
ID:
Name:
Ship ID
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
Turn 7
Turn 8
Turn 9
Turn 10
BACKGROUND
TIMELINE CONTINUATION
The main timeline in Full Thrust 2nd Edition brought the "official"
background history up to 2183, just before the first contact with the
Kra'Vak. This continuation shows how things develop from there......
2183: The UNSC Survey Cruisers McCaffrey and Niven are attacked by
unknown forces off Lagos IV on the Pan African Rim; the Niven is
completely destroyed, and the McCaffrey disappears without trace.
Later in the year, The PAU Battlecruiser Kinshasa is engaged and destroyed
by an unidentified hostile in the New Lusaka system.
2184: Unexplained attacks and incidents increase in frequency, affecting
not only PAU space but other nations as well; with the ongoing state of
war between the NAC and ESU, much blame is placed by each power on the
other. Both blocs, however, begin to realise that something far more
important is happening.
Late in 2184, NAC Fleet Intelligence recovers the first identifiable alien
debris following an encounter near Angel II in which a Confederation
squadron managed to destroy two ships from an attacking alien group. For
the first time, Humanity has positive proof that the the attackers are
another sentient life-form.
2185: The first co-operative action between the ESU and NAC against the
Kra'Vak occurs at the Battle of Sulaxar. Although tensions still run high
(especially in diplomatic circles), the militaries of all the major powers plus several smaller nations - are coming inexorably together in the face of
a much greater threat. On 28.07.85, the UN Assembly declares that a state
of war now officially exists between all the nations of Humanity and the
race known as the Kra'Vak; the First InterSentient War (rapidly christened
the Xeno War by the popular media) has truly begun.
2186: Early in the year, the advances towards joint ESU/NAC response to
the Kra'Vak aggression falter when a Eurasian naval unit fails to assist a
Confederation squadron under attack by alien forces off Caleb. Finally
escaping with barely 25% of his force and men, Commodore Farris accuses
the ESU of standing off from the action in order to gain control of the
Caleb system. The diplomatic repercussions gradually settle, but illustrate
the deep distrust that still exists between the major powers.
The Kra'Vak offensive gathers momentum, and very late in the year reports
begin to come in of the first surface assaults by Kra'Vak forces.
2187: The first major success against Kra'Vak ground forces is reported on
the NSL outworld of Rheinhold, where a combined force of NSL and NAC
Marines supporting local Militia units manage to beat off an attempted
planetary landing by the alien invaders. Rheinhold then survives five
months of protracted siege and repeated landing attempts before the
Kra'Vak are driven outsystem by the arrival of a large joint task force of
NAC, NSL, Dutch and Free Cal-Tex ships.
Elsewhere, humanity does not fare so well, and the aliens continue to make
inroads toward the core systems. Virtually no information is released to the
public concerning what is happening on worlds taken by the Kra'Vak, which
causes widespread panic as rumours of massacre and genocide spread. Public
opinion on Earth, Centaurus and Barnard swings in favour of pulling all forces
back from the outworlds to defend the core. Such a defensive concept does not
find favour with the Military, nor (naturally) with the colonial population.
and carriers. All the ships detailed in this book are available in the line. A full
list of the models in production is given overleaf, correct as of March 2000.
CONTACT ADDRESSES (details correct at time of printing):
UK/Europe etc: GROUND ZERO GAMES, PO BOX 337, NEEDHAM MARKET, SUFFOLK
IP6 8LN, UK. Tel/Fax: 01449 722322. Email: jon@gzg.com
USA/Canada/S.America: GEO-HEX, 2126 NORTH LEWIS, PORTLAND, OREGON
97227, USA. Tel: +503-288-4805. Email: geohex@teleport.com
Australasia: EUREKA MINIATURES, 10 WOORAYL STREET, CARNEGIE, VICTORIA
3136, AUSTRALIA. Tel: +3-9568-4085. Email: nicr@eurekamin.com.au
47
The following list gives details and prices for UK availability of the FT miniature range, correct at time of going to press (March 2000). Prices/pack sizes etc. of miniatures from
overseas licensees will differ - please contact them directly for prices and information. For UK orders, postage and packing rate is 10%, minimum 1, maximum 10.
Credit card orders (Visa, Delta or Mastercard only) can be accepted by post, phone, fax or email.
Please note that all UK miniatures (EXCEPT fighter packs) include PLASTIC STANDS for the ships; the US-produced examples from Geo-Hex include either plastic or metal stands.
NEW ANGLIAN CONFEDERATION (NAC) ROYAL NAVY
FT 101A Firestorm II class FIGHTERS (pack of 6)
FT 121 Phantom class HEAVY FIGHTERS (pack of 6)
FT 102A Harrison class SCOUTSHIPS (pack of 3)
FT 103 Arapaho class CORVETTES (pack of 3)
FT 104 Minerva class FRIGATES (pack of 2)
FT 124 Tacoma class HEAVY FRIGATES (pack of 2)
FT 105 Ticonderoga class DESTROYERS (pack of 2)
FT 106 Huron class LIGHT CRUISER
FT 107 Furious class ESCORT CRUISER
FT 108 Vandenburg class HEAVY CRUISER
FT 109 Majestic class BATTLECRUISER
FT 110 Victoria class BATTLESHIP
FT 111B Excalibur class BATTLEDREADNOUGHT
FT 112 Valley Forge class SUPERDREADNOUGHT
FT 113 Inflexible class LIGHT FLEET CARRIER
FT 114 Ark Royal class FLEET SUPERCARRIER
0.95
0.95
1.25
1.95
1.95
1.95
2.25
1.95
2.25
2.75
3.95
4.25
4.95
7.95
5.95
7.95
0.95
0.95
0.95
1.25
1.95
1.95
2.25
2.65
1.95
2.25
2.75
2.95
3.95
4.25
4.95
7.95
7.95
6.95
0.95
0.95
0.95
1.25
1.95
1.95
2.25
2.25
1.95
2.25
2.75
3.95
3.95
4.25
4.95
7.95
7.95
5.95
0.95
0.95
1.25
1.95
1.95
2.25
2.65
1.95
2.25
2.75
3.95
4.25
5.50
7.95
5.95
8.95
0.95
0.95
1.25
1.95
1.95
2.25
1.95
2.25
2.25
2.75
3.95
4.25
4.95
7.95
7.95
5.95
2.25
1.95
0.95
1.25
1.25
1.95
1.95
2.25
1.95
2.25
2.25
2.75
3.95
4.95
5.95
7.95
7.95
0.95
0.95
0.95
1.25
1.25
1.95
1.95
1.95
2.25
1.95
2.25
2.75
3.95
4.25
5.95
7.95
5.95
7.95
0.95
1.95
2.25
1.95
2.75
0.95
0.95
1.25
1.95
1.95
2.25
4.25
0.95
0.95
1.25
1.95
1.95
1.95
2.25
1.95
2.25
2.75
3.95
4.25
5.95
7.95
9.95
6.95
9.95
4.95
4.95
4.95
5.95
2.45
1.95
2.95
2.95
2.95
3.95
2.95
1.65
1.95
2.95
2.95
5.95
0.95
48
Full Thrust
Cross Dimensions
Hugh Fisher
Jon Tuffley
June 2010
Revision: 1.1
Credits and Thanks
Original FULL THRUST designed and written by: Jon Tuffley
CROSS DIMENSIONS developed by:
Hugh Fisher
Thanks to Eric Foley, Beth Fulton, Andrew Kelman, Phil LeHunt, Brendan Robertson, Karsten Zeidler, and everyone who
contributed ideas or feedback, and to Jon Tuffley and GZG for permission to distribute this book. This does not mean that
they agree with everything (or anything) that Ive done!
This version would not exist without the earlier inspiration and hard work of Jon Tuffley and all the previous contributors
to FULL THRUST.
Text, figures, and layout by Hugh Fisher. Cover and interior artwork by Rob Armstrong of Bullseye Graphics.
This publication has been produced as a free, non-commercial project with the agreement of Ground Zero Games, but is not endorsed by
them as an official Full Thrust edition. All original text and rules taken from GZGs Full Thrust rules and supplements are copyright of
Jon Tuffley and GZG, additional new material is by Hugh Fisher. Jon Tuffley and GZG have not been involved in the production of the new
material in this publication, and cannot therefore vouch for the compatibility of any of the additions with existing or future official Full
Thrust material. None of the original Full Thrust material used in this publication may be re-used or further modified in any form without
the express permission of Jon Tuffley and GZG. Full Thrust is a trademark of Ground Zero Games, and is used here with permission.
Owners of this book are hereby granted permission to photocopy any required System Status Displays, counters, and
record sheets for personal use only.
Contents
18
5.1 Grasers . . . . . . . . . . . . . . . . . . . . . . . . 18
5.2 Torpedoes . . . . . . . . . . . . . . . . . . . . . . 18
5.3 Submunition packs . . . . . . . . . . . . . . . . . 18
5.4 Needle weapons . . . . . . . . . . . . . . . . . . . 19
2 Rules Overview
3 Cinematic Movement
5.5 FireCon . . . . . . . . . . . . . . . . . . . . . . . . 19
5.6 Defensive screens . . . . . . . . . . . . . . . . . . 19
5.7 Advanced screens . . . . . . . . . . . . . . . . . . 19
5.8 Shell armour . . . . . . . . . . . . . . . . . . . . . 19
5.9 Stealth . . . . . . . . . . . . . . . . . . . . . . . . . 20
5.10 Point defence . . . . . . . . . . . . . . . . . . . . 20
5.11 Area-defence fire control . . . . . . . . . . . . . 20
5.12 Alien technologies . . . . . . . . . . . . . . . . . 20
6 Missiles
22
3.5 Orders . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.7 Collisions . . . . . . . . . . . . . . . . . . . . . . . 12
7 Fighters
25
13
7.2 Movement . . . . . . . . . . . . . . . . . . . . . . 25
4.7 Armour . . . . . . . . . . . . . . . . . . . . . . . . 15
7.8 Endurance . . . . . . . . . . . . . . . . . . . . . . 28
8 Threshold Points
30
12 Special Moves
47
12.6 Docking . . . . . . . . . . . . . . . . . . . . . . . . 48
12.7 Ramming . . . . . . . . . . . . . . . . . . . . . . . 48
9 FTL
32
13 Terrain
49
13.1 Asteroids . . . . . . . . . . . . . . . . . . . . . . . 49
13.6 Collisions . . . . . . . . . . . . . . . . . . . . . . . 50
13.7 Starbases . . . . . . . . . . . . . . . . . . . . . . . 51
10 Optional Rules
36
13.8 Planets . . . . . . . . . . . . . . . . . . . . . . . . 51
54
10.5 Mines . . . . . . . . . . . . . . . . . . . . . . . . . 37
10.6 Ortillery . . . . . . . . . . . . . . . . . . . . . . . . 38
56
15.1 Deployment . . . . . . . . . . . . . . . . . . . . . 56
11 Ship Design
40
15.4 Humour . . . . . . . . . . . . . . . . . . . . . . . . 57
11.1 Scale . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Summary of Changes
59
Quick Reference
60
61
11.4 Systems . . . . . . . . . . . . . . . . . . . . . . . . 43
11.5 Ship design procedure . . . . . . . . . . . . . . . 45
11.6 Mass and points cost . . . . . . . . . . . . . . . . 46
2
Introduction
to use the official miniatures. Nor is there a monthly magazine or endless stream of supplements that you need to
keep up with. Obviously the more GZG products you buy
the happier GZG will be, but buy them because you want
to, not because somebody says you have to.
1 Introduction
First and foremost, this is not the third edition. This is a
variant, a different version of FULL THRUST produced with
the (much appreciated) permission of Ground Zero Games
and Jon Tuffley.
1.3
After that read the remaining sections which describe additional weaponry and defensive systems, faster than light
(FTL) drives, fighters, ship design, and various other topics.
For an overview of the differences between CROSS DIMEN SIONS and FLEET BOOK 1 and FLEET BOOK 2 see the Summary of Changes on page 59. Play a few battles as soon as
possible and carefully read each section of the rules as you
need them to discover what has changed. And while I hope
you will find the changes in CROSS DIMENSIONS to be interesting, there is no guarantee that any of the new rules in
this book will be used in any future edition of FULL THRUST.
Throughout this book you will see that some rules are labelled optional. (While every rule in FULL THRUST is optional, some are more optional than others.) Pick and
choose which of these you wish to use, but just remember
to agree with your opponent which ones are in play and
which are not.
This is a rule book, not a fleet book, so does not include any
ship designs. All of the ships in FLEET BOOK 1 can be used
unchanged with CROSS DIMENSIONS. The alien ships and
rules from FLEET BOOK 2 and the newer fleets for the GZG
setting available online may require slight changes to mass
or points cost.
1.2
1.4
Playing equipment
FULL THRUST puts you in the role of squadron or fleet commander. The commander decides what to do and when
based on knowledge of the ships own capabilities and
those of the enemy, but doesnt personally tune the laser
frequencies or tweak the ECM programs. In the vast majority of science fiction battles are not won by remodulating the coffee maker diodes or other forms of technobabble, and FULL THRUST is no different. You may be surprised
by how simple the rules are and how few different types of
weapon there are, but this doesnt make the game any less
challenging.
FULL THRUST has an original setting and range of miniatures, but you are not obliged to use either. This seems to
surprise many gamers so is worth repeating: you dont have
As this is primarily a miniatures game, we obviously recommend that it is played with actual starship models.
These can be placed flat on the table, but we recommend
Introduction
Measurements
You will need a tape measure or long ruler, graduated in
whatever units you are using for play (inches or centimetres); a ruler or straight edge can also be useful for checking
lines of fire.
If you do not wish to use model ships, the game will also
run perfectly well using card or plastic counters to represent ships; all you need is some identification mark or
code on each counter, a mark to indicate the centre of the
counter for measurement, and something to show the facing (present direction) of the ship.
The Course and Fire Arc Gauge printed at the back of this
book may be photocopied, cut out and stuck to a piece of
thick card, or a more elaborate version may be constructed
as players desire. (Eg from clear plastic sheet or similar.)
While this template is not essential to play, it does make
moving ships much easier and more accurate, and should
also reduce any arguments about fire arcs.
Fellow players
The introductory scenario can be played against an opponent or solo. After that, ask around at your local gaming
club, or venture online and search for GZG and Full Thrust
related web sites an excellent starting point is
http://www.star-ranger.com
Dice
To play FULL THRUST you need a number of normal (6sided) dice, referred to in the rules as D6. Just a couple of
dice will do, but a half-dozen or more will be useful when
firing lots of weaponry at once.
CROSS DIMENSIONS tries to balance game outcomes across
die rolls. Mostly high rolls are better, but sometimes high
rolls cause failures, or low rolls are successful.
Rules Overview
Direction
2 Rules Overview
2.1
2.2
Some starship combat games have made attempts to simulate 3-dimensional movement and combat, with varying
degrees of success. The FULL THRUST authors believe that
while it can be done, it is not worthwhile. Tables are 2D
surfaces: adding a 3rd dimension requires special stands,
is harder to follow, and the extra complications remove one
of the major elements of the game having fun!
The ship models used in Full Thrust (and indeed any tactical space game) are actually vastly over-size compared to
the distances represented in the game; in true scale, the actual ships would be so tiny you probably couldnt see them.
All measurements and arcs of fire are therefore relative to
a designated centre point on the model, not the edges or
corners. For the same reason there are no line of sight
or inter-penetration rules for ships: they can freely fly or
shoot through each other.
2.3
Ship classes
Mass
Ship size in FULL THRUST is measured in abstract mass
units.
The total mass of a given hull is a representation of the capacity of that hull for outfitting it with drives, weapons, defensive systems, etc. This total mass figure is used to refer
to the size of the ship: a size 24 ship could be fitted with a
maximum of 24 mass of systems.
Mass ratings indicate the required volume, power requirements, crew stations, etc rather than being an exact measure of the bulk or weight of a single piece of equipment.
In the GZG setting, one mass unit represents about fifty to
one hundred actual tons.
5
Rules Overview
Points
2.4
The system status display (SSD) for each ship has symbols
for all the drives, weapons, and systems fitted. Figure 1
shows the SSD for one of the cruisers used in the introductory scenario.
In the bottom row of the SSD are the symbols for the FTL
and main drive, and the optional Core Systems.
The rows of small boxes above the drive symbols are the
hull or damage track that shows the actual damage point
total that the ship can take. When damage is inflicted,
these points are marked off the target ships hull boxes on
its SSD, starting at the top left and crossing out one box per
damage point inflicted. When you reach the end of one
line of boxes, this is a threshold point (section 4.9) and each
ship system must make a threshold check.
Immediately above the hull are some round armour symbols, which absorb damage, and above those and to the
right the various offensive and defensive weapon systems
carried. If a system is knocked out as a result of a threshold
point check it is crossed off the diagram.
FULL THRUST , like most science fiction, uses 20th century western naval terms to describe spacecraft. (Irritating
though this may be to the current day air forces.)
Fighters are the tiny spacecraft that are carried into battle
by larger starships, individually very weak but dangerous
in large numbers. Fighters do not need SSDs, and are not
referred to as ships in these rules.
When a ship has had all of its hull boxes crossed out (ie it
is reduced to 0 damage points or less) then it is considered
destroyed and removed from play.
Combat starships are divided into three broad groups: escorts, cruisers, and capital ships.
Beam-2
Escorts are the smaller ship classes, ranging from the tiny
couriers through corvettes and frigates up to destroyer
class ships. Frequently used on detached duty in lowthreat areas, or patrol missions and courier duties, and to
support heavier ships of cruiser or capital class. Ships of
the escort group are lightly armed and protected; they are
effective against their own kind, but of relatively little use
against heavier ship units.
Beam-1
Beam-2
1
2
PDS
Armour
FireCon
Hull boxes
Screen
FTL drive
4
Main drive Core systems
Figure 1: System Status Display
2.5
Game turns
FULL THRUST ,
turns.
6
Rules Overview
3. Launch missiles. Both players alternate in announcing and placing heavy missiles, salvo missiles, or any
similar ordnance weapons. Players alternate by ships,
not by missile or salvo. The player who lost initiative
launches first.
5. Move ships.
Resource management
FULL THRUST does not track power consumption, fuel consumption, or ammunition supply other than for one-shot
weapons. Ships are assumed to enter battle with sufficient
fuel and ammunition to fight a normal battle.
2.6
Sequence of play
1. Write orders.
Each game turn starts with both players simultaneously (and secretly) writing the movement orders for
all the ships they control.
Rules Overview
Differences
Cinematic Movement
3 Cinematic Movement
3.1
12
Ship movement
FULL THRUST uses a Cinematic set of rules for ship movement which allows ships to move as they are most often
depicted in the sci-fi media, with little regard for the laws
of physics.
Thrust ratings
The ship SSD has an symbol for the main drive and thrust
rating as shown in figure 3.
Velocity
Main drive
Up to the full rating may be used to accelerate or decelerate, changing the velocity of the ship.
Cinematic Movement
3.3
Advanced drives
A ship making a course change is assumed to be applying a sideways thrust vector throughout the movement in
that game turn, and would therefore move in a curved path
ending the turn pointing towards its new course.
Final
5 MU
int
o
2p
U
5M
1 point
Start
Cinematic Movement
Although not strictly movement orders, certain other actions such as launching fighters and FTL entry or exit must
be written down as well.
Halted ships
In earlier editions of FULL THRUST a halted ship with velocity zero could change facing by any number of points.
This no longer applies: as cinematic spaceships turn at
the same rate regardless of velocity, a halted ship is still restricted to pivoting no more than half the drive rating.
Example: The ship in figure 5 is moving on course 7 at a velocity of 6, and is to accelerate by 5 to velocity 11 and make a
one-point turn to starboard to bring it on to course 8. At the
start of its movement the ship does not alter course (half of
one being rounded down to zero), so moves half its distance
(5 MU after rounding down) along course 7. Now the ship
makes its one point of turn to course 8, and then moves the
remaining 6 MU.
Start
5M
oin
t
1p
Final
Final
6M
3.5
Orders
At the start of the turn, each player must write orders for
each ship. If you wish a ship simply to move ahead at its
current speed, no orders are necessary; but we recommend
that you at least write down the (same) final velocity. Any
ship with no orders will move straight ahead at unchanged
speed, as will any that are given impossible orders, such as
one that would exceed the ships thrust rating.
Start
Figure 6: Double course change
3.6
Squadron operations
Cinematic Movement
3.8
As there is no maximum speed for any ship (they can theoretically keep accelerating each turn without limit), sometimes a ship may find it impossible to turn enough to avoid
flying off the playing area. This is usually considered a retreat from the battle unless using the moving table rules
(section 12.4) or fighting an orbital scenario (section 13.8).
For ships in line ahead, always move the lead ship according to orders with the others staying in formation behind
it.
For ships in other formations, the lead ship is the ship that
has to move furthest, which is the leftmost for starboard
turns, the rightmost for port.
Ships can also leave the playing area from any location by
use of FTL as explained in section 9.2.
3.9
Vector movement
Collisions
Beam Combat
4 Beam Combat
4.1
Fore
Beam weapons
Beams are the primary armament of science fiction warships in FULL THRUST, whether called lasers, phasers,
masers, disruptors, particle beams, turbolasers, CREWS,
etc. Beams travel at lightspeed (although some TV and film
sci-fi beams appear to be slower!) so cannot be dodged, but
as the range increases it becomes more difficult to keep the
beam from spreading and focused onto a precise spot.
Fore
Port
Fore
Starboard
Aft
Port
Aft
Starboard
Aft
Beam-1
(6 arc)
Beam-3
(F arc)
Aft arc
No ship may fire offensive weaponry through its aft arc due
to the interference of the ships main drive, which makes it
impossible to accurately track a distant target through the
rear 60 of the ships arcs.
Fire Arcs
The 360 degree space around each ship is divided into six
arcs, each of 60 degrees. The arcs are indicated in figure 9,
and are designated Fore (F), Fore Starboard (FS), Aft Starboard (AS), Aft (A), Aft Port (AP), and Fore Port (FP). Each
fire arc covers the angle between two of the course facings
used in movement, and can be judged by eye from hexagonal ship bases.
Beam Combat
carry a single FireCon as standard, cruisers have two systems, and capital ships have three or more. Merchant ships
may have a single system.
Individual FireCon systems are not specifically linked to individual weapon systems. If a ship loses one of its FireCons, the remaining ones may still be used to fire any or
all of the ships weaponry.
Range bands
4.5
Beam fire
Re-rolls
Beam weapons are capable of penetrating damage. Any roll
of six inflicts the usual damage and allows a re-roll: roll an
extra D6, and apply any further damage that is indicated by
the result. The re-rolls ignore any defensive screens or armour and damage is applied directly to the hull. If a re-roll
is also a six, then apply the damage and roll again. There is
no limit to the number of re-rolls you can make if you keep
throwing sixes.
Each FireCon system permits the ship to engage one target during the firing portion of a turn. Thus if a ship has
two FireCon systems operational it can split its fire between two separate targets in one turn if desired; these targets may be in the same or different fire arcs, and fire from
the ships various weapons may be divided in any way between the targets (depending on the arcs through which
each weapon may bear, of course).
Beam Combat
If the target ship has screens active, then the effects of the
screen are deducted from the initial attack dice as usual (if
applicable) but not from the result of any re-roll dice the
re-roll is assumed to have already penetrated the screen,
and any further damage is applied directly to the ship itself.
4.7
Armour is represented as additional damage boxes that absorb hits, indicated on the ship diagram as a row of circles placed above the top row of hull boxes. (Yes, calling
round circles boxes is a little strange, but its traditional.)
As damage is taken, some of the armour boxes are crossed
off on the SSD. There is no threshold roll (see below) made
at the end of the row of armour, but any further damage is
applied to the first row of hull.
Note that this example assumes that the target ship does not
have any screens to protect it.
4.6
Armour
Defensive screens
Next turn the battleship fires again with ten dice, inflicting
another 10 damage points. Half this is 5, but there are only 3
armour boxes left, so those are crossed off and the remaining
7 points is applied to the hull.
For level-1 screens, rolls of 5 inflict one point of damage and rolls of 6 do two points. In other words, ignore
any rolls of 4 that would have damaged an unscreened
ship.
4.8
Beam Combat
4.10
Rolling dice
We encourage you to roll for all weapon systems of a particular type together and add up the results instead of rolling
weapon by weapon. If a ship is firing two beam-1s, four
beam-2s, and one beam-3 at an enemy ship 9 MU away,
just roll 2 + 8 + 3 = 11 dice at once (provided you have that
many) instead of worrying about which are which.
Threshold points
To keep track of normal and re-roll damage, we recommend putting all dice in the initial volley that score hits to
one side, then roll new dice for any re-rolls. (And if any of
those are also sixes, roll more dice, ...) At the end you will
have two clumps of dice to add up, the initial damage that
can be absorbed by armour or screens and the penetrating
damage from re-rolls.
At the first threshold point (the end of the first row of hull
boxes), any system for which a 6 is rolled is knocked out. At
the next threshold point (end of the second row) a system
is lost on a roll of 5 or 6; at the end of the third (if present)
4, 5, or 6. (No threshold checks need to be made at the
end of the last hull row, since the ship is considered to be
destroyed!)
For weapons with limited fire arcs, it does matter if, for example, the port beam is knocked out rather than the starboard. You can still roll for multiple systems at once by
matching the fall of the dice to the symbol positions on
the SSD. If there are three beam-3 symbols arranged left
to right, then roll three dice: the one that lands most to the
left is for the corresponding leftmost symbol, etc.
4.11
Introductory scenario
Beam Combat
Beam-2
(6 arc)
Beam-1
(6 arc)
Beam-2
(3 arc)
Once you have played through this small battle, read the
rest of the rules and then try the same battle again with
some different weapons. Experiment with giving the cruisers a torpedo or missile rack instead of beams, or allow
each side to use a fighter group or two. (Assume the fighters are based at a nearby starbase.)
2
1
1
2
FireCon
Hull boxes
Strange events
The FULL THRUST turn sequence can sometimes lead to unusual events. One example is the fly-by, where two spaceships start the turn out of range, move past each other in
the movement phase, but in the ship fire phase are unable
to shoot because they are now out of range again or each is
in the rear arc of the other.
PDS
Armour
FTL drive
4.12
Screen
What has really happened in such cases is that both commanders have failed to correctly anticipate the enemy
movement. Making a high speed strike run against a stationary target is difficult enough; against a moving target it
takes skill and luck to obtain a good (not fleeting) opportunity to fire.
Neither screens nor advanced screens (below) affect torpedo hits, but advanced screens reduce the damage inflicted by 1 for each level.
Torpedoes are limited to a maximum of three adjacent firing arcs, or four in a broadside mount (section 4.2). A
torpedo symbol without arcs fires through the fore (F) arc
only.
Grasers
Torpedo classes
The range bands for grasers are 18 MU, not 12, so a class 2
graser rolls 2D6 at 0-18 MU, 1D6 at up to 36 MU.
Submunition packs
Torpedoes
Torpedoes (pulse torpedoes in previous editions) are railguns, unguided rockets, plasma launchers, and similar
weapons that fire projectiles as single shots or in very short
bursts. As the projectiles are unguided the firing ship must
accurately predict the movement of the target, which becomes more difficult at longer ranges and flight times.
While not travelling at lightspeed the projectiles are too fast
to be shot down, and since they dont need to be focused
the damage remains constant at all ranges.
Range
0-6
6-12
12-18
18-24
24-30
Damage points are scored from these dice rolls just as for
beam weapon fire: 1, 2, 3 = no damage; 4, 5 = 1 damage
point; 6 = 2 damage points and a re-roll.
Score to hit
2+
3+
4+
5+
6
Standard screens do not affect submunition packs. Advanced screens (section 5.7) affect SMPs as if they were
beams: against level-1 advanced screens rolls of 4 do no
damage, against level-2 advanced screens rolls of 5 or 6 do
1 damage point only.
5.4
Needle weapons
Needles are very accurate beams, precision guided missiles, sabotage drones, or similar sneaky weapons that are
used for sniping to knock out individual systems on the
target vessel.
5.6
5.7
Advanced screens
Torpedoes, missiles, and other weapons that are unaffected by standard screens and roll one or more D6 for
damage subtract 1 from each damage die against level-1
advanced screens. Against level-2 advanced screens, subtract 2 from each die. (Negative damage is treated as zero:
the target ship cannot regain damage points!)
Defensive screens
FireCon
Shell armour
Shell or layered armour is unusually effective at absorbing damage and is represented by stacked rows of armour
boxes on the ship SSD. The bottom or innermost row (the
only row for standard armour) is layer 1, the next above
that layer 2, and so on.
Penetrating damage is still applied directly to the hull, regardless of shell armour.
5.9
Against ships
Stealth
An ADFC is an enhanced anti-fighter/anti-missile fire control system that allows a ship to protect other nearby ships
with fire from its own point defence. One ADFC allows the
ships PDS or scatterguns (but not beam-1) to fire at any
combination of threats (fighters, salvo missiles, etc) that
are directly attacking one other ship that is within 6 MU
of the ADFC carrying ship.
Point defence
Point defence weapons are designed for shooting down incoming missiles or fighters. See sections 6.2 and 7.6 for details. Point defence fire does not require FireCons.
Ships with multiple ADFCs may divide their fire to protect as many other ships as the number of operational ADFCs, but each weapon may only be fired once per turn.
Weapons used in area defence mode roll dice and score
kills exactly as normal PDS fire.
Point defence systems (PDS) include light beams, autocannon, or countermissile launchers with a large number of
reloads. The more PDS symbols a ship has, the stronger
the point defence.
An ADFC may not be used if the ship launched or recovered any fighters (section 7.1) in the movement phase of
the turn.
Beam-1 systems are dual purpose and can also be used for
point defence. In this role they do not require a FireCon.
Point defence weapons can be fired through any arc, including the rear arc even if the ship has used the main drive
in this turn. The ranger is shorter and the missiles or fighters must themselves avoid the energy output of the drive.
5.12
Alien technologies
Scatterguns
THRUST.
KraVak
Advanced drives are already included in CROSS DIMEN SIONS and do not change.
Kinetic guns (K-guns) are affected by advanced screens.
When rolling to see if damage is doubled, deduct the advanced screen level from the class of the K-gun to give the
final number for the die roll.
Example: A class 5 K-gun hits a ship with 2 levels of advanced screen. On a roll of 1-3 (5 - 2) the damage is doubled
to 10, on a roll of 4-6 the damage stays at 5.
2
Beams
Grasers
Torpedoes
2
Class 2
torpedo
KraVak fighters pay the extra points for being armed with
kinetic weapons (section 7.10). If you are using the optional fighter morale rules, use the RoKah rules in FLEET
BOOK 2 for KraVak fighters.
SMP
SaVasku
Advanced drives do not change.
Lance pods are affected by advanced screens as if they were
torpedoes or missiles: subtract 1 from the damage per level
of advanced screen.
Leech pods are not affected by advanced screens. They
continue to be non-penetrating against armour.
Needle
beam
Screen
Advanced
screen
Armour
Shell
armour
Interceptor pods roll 4 PDS dice as if they were CROSS DI MENSIONS scatterguns. (And may be used against heavy
missiles.)
PDS
FireCon
Phalons
Old style
torpedo
Scattergun
ADFC
21
Missiles
6 Missiles
Missiles are long range homing weapons with nuclear,
bomb-pumped laser, or simple kinetic warheads. Missiles
are large enough to have very dangerous warheads, but this
also limits the number that can be carried by a ship. The
missiles are slower than beams or torpedoes, so fast target
ships may be able to dodge the missiles entirely and others
use short range point defence weapons to intercept them.
A salvo missile (SM) system fires salvos of anti-ship missiles. Normally there are six missiles in one salvo, either
fired as a cluster, in quick succession from a smaller number of launchers, or as multiple warheads from a single
missile; but can also represent a smaller number of more
powerful warheads with accompanying decoys and jammers. Fleets with lighter or unreliable missiles are assumed
to fire more in each salvo for equivalent effect.
Launching missiles
6.2
Point defence
Missiles
The defender chooses to use the PDS alone against one incoming salvo, and the 2 beam-1 batteries to combine fire
against the second salvo. The attacking player now rolls for
each missile salvo. For the first the roll is 2, but the second is
luckier and rolls 5.
The first salvo has only two missiles on target, and the defending player rolls the PDS die and gets a 6, thus shooting
them both down. (There would be a re-roll for the six, but
there is no point as both target missiles are already stopped.)
For the second salvo with five missiles incoming, the defender gets to roll 2 dice for the 2 beam-1 batteries, and rolls
a 4 and a 6. The 6 allows a re-roll, but this only gets a 2. So
the defender has killed only one incoming missile from this
salvo of five.
The end result is that four missiles of the second salvo get
past all the defences, and deliver their warheads in a blaze
of energy. A D6 is rolled for each of them, scoring 3, 1, 3,
and 6; missile hits dont re-roll so this gives a grand total
of 13 damage points to the target ship. Enough to cripple
a smaller warship and cause serious harm to even a large
one. If the ship has four boxes of armour, 4 points of damage
will be taken on the armour and the remaining 9 on the hull
boxes.
6.4
Heavy missiles and salvo missile racks (SMR) have individual symbols on the ship SSD. Once fired, it is crossed off
and cannot be used again. Each counts as one system for
threshold point checks.
A salvo missile launcher (SML) may fire one salvo per turn
provided ammunition is left in the magazine. The magazine symbol is a box linked by lines to the SML(s) it feeds.
Each magazine has a mass rating, which determines the
number of salvo loads carried: mass 2 for a standard salvo,
mass 3 for ER. Salvo loads are indicated by small arrowhead symbols within the box which are crossed off as they
are fired. Magazines and launchers are considered separate systems for threshold point checks.
Damage
Once fired, racks and magazines are empty until replenished after the battle from a base or fleet auxiliary.
If using the optional rear arc attack rule (section 4.8), missiles do not do penetrating damage.
Missiles
Heavy missiles
Salvo racks
SML, magazine
6.6
Magazine capacity
The mass allocated to magazine space during a ships design stage may be broken down into separate magazines at
the designers discretion, but with the following important
limitation: any one launcher system may only be fed from
one magazine, though a single magazine may feed more
than one launcher. Thus if a ship has 2 SMLs and 8 mass of
magazine space, the designer may decide to fit just a single 8 space magazine feeding both launchers, or could give
each launcher its own 4 space magazine instead, as shown
in figure 17.
On the turn fired, a two stage missile marker is placed between 16 and 24 MU from the launching ship and within
the normal 180 arc for missile launch. The marker itself
has a facing, which must be the nearest clock facing to the
direction from the launching ship to the missile marker.
If no enemy ship is within 6 MU of a missile marker at
the end of ship movement, it is not removed. Instead in
the missile launch phase of the following turn the missile
marker is placed at the intended point of aim, anywhere
from 16 to 24 MU within the 60 front arc of the marker.
Multi-stage missiles only have the full 180 firing arc on
the launch turn, and must always be moved at least 16 MU
each turn.
After ship movement, the missile or salvo then homes in
on the nearest enemy target as usual, or is removed if none
is within 6 MU.
While the missile is in flight the marker may be fired on by
fighters or ADFC.
The disadvantage of the single magazine is that all the missile loads could be lost with one bad threshold roll (as
one magazine is rolled for as a single system, regardless
of its capacity or the number of salvo loads in it); on the
other hand, with two smaller magazines the player does
not have the option to feed missiles to either launcher
if one launcher is lost while it still has missiles in its dedicated magazine, those missiles are useless, they cannot be
fired by another undamaged launcher that was not originally fed from that magazine.
The intended type of load is another factor to consider
when installing missile magazines. In the example above,
the ship with a single mass 8 magazine could choose its
load as 4 standard salvoes, or 1 standard and 2 ER salvoes.
(A 2 standard and 1 ER load is also allowed, but wastes 1
24
Fighters
7 Fighters
Fighters are small combat craft that are not capable of operating for any time or distance on their own; they are
carried between stars by true starships, either specialised
fighter carriers or some of the larger ship classes. Fighters usually have a pilot and possibly one or two other crew,
but can be remotely controlled drones or fully autonomous
robotic craft with AI pilots.
11
10
Movement
25
Fighters
7.3
Screens
Fighter groups may be assigned as close escorts for larger
ships, specifically to ward off enemy fighter attacks on that
ship. When used in this role, the fighter group is said to
be acting as a fighter screen for the ship it is escorting.
When assigned as a fighter screen, the fighter group must
remain adjacent to the ship it is escorting at all times if
it is moved further away then it has broken off from its escorting duties and no longer functions in a screening role.
A fighter screen (which may be a single group or several)
always moves at the same time as the ship it is screening,
rather than being moved in the normal fighter movement
phase. Screening fighters can exceed the normal fighter
movement allowance if the ship they are screening is moving faster than the fighters could normally move.
Fighters may also screen other fighter groups, for example one or more interceptors (7.9) could screen a torpedo
fighter group to protect them from enemy fighters. Fighter
can not screen fighters which are themselves screening. . .
Example: A fighter group has moved within range for an attack on a battleship. The opposing player announces that a
destroyer 9 MU away will fire two beam-2 weapons against
the group. The fighter group chooses not to evade. Each
beam-2 would normally roll 2D6 at this range, but against
fighters it is always 1D6. The destroyer rolls 4 and 6, killing
one fighter.
Pursuits
A fighter group that attacked an enemy ship or an enemy
screening fighter group last turn can declare it is pursuing the ship. Like a screening group, the pursuing fighters
move with the ship being pursued in the ship movement
phase even if the distance is greater than the fighter group
normal move.
Attacks are not resolved until after point defence fire (if
any).
7.6
7.4
Target selection
Point defence
In the ship fire phase, fighter groups that are not engaged
(7.5) can be fired at with ship to ship weapons. As with
ships, the fighter group must be in range and firing arc and
each fighter group targeted requires a separate FireCon.
Fighters
7.7
Attack runs
For each group attacking a ship, roll 1D6 per remaining
fighter in the group. Hits and damage are scored per die
using the same results as beam-1 weapon fire (section 4.5):
fighters are affected by screens, and re-roll for penetrating
damage on 6.
If using the optional rear arc attack rule (section 4.8), fighters can attack ships from the rear arc, but like missiles gain
no advantage from doing so as it is assumed that they must
avoid being melted by the drive.
If one player moves a group into base contact with an enemy group, and the opponent does not wish to engage in
the dogfight, the group may move away provided it has not
already moved that turn. if it does not have a higher speed
(maximum move) the attacking group gets a free round of
attack rolls before contact is broken.
Fighter combat
4 MU
Ships may not fire into a dogfight: the fast action and sensor interference risks too many friendly fire casualties.
5
U
Example: Player A moves a group of 5 fighters into contact with an enemy group of 4 fighters which has already
taken its movement for that turn. As player Bs group cannot evade, it is forced to engage in a dogfight. Player A rolls
5 dice, scoring 2,2,6,4,1 and a re-roll of 3; therefore getting
three kills. (One with the 4, two with the 6.) In retaliation,
player B rolls 4 dice combat in dogfights is simultaneous,
so all four fighters get to engage even though three have been
hit and scores 3,1,5,5 for two kills. (One with each 5.) Both
players now remove the lost fighters, leaving A with three
and B with only one.
There will be cases, especially when fighters are screening larger ships, where multiple group dogfight situations
(known to fighter pilots as furballs) may occur. In such
combats, all groups engaged in the dogfight may fire only
once per turn, but may choose to attack just one enemy
group or to split their kills between two or more. If the
player chooses to split fire, the dice are rolled as normal
and the casualties then divided as equally as possible between the relevant groups.
Fighters
Interception of missiles
Heavy fighters
Heavy fighters have the same offensive capabilities as normal fighters, but are better protected against attack by armoured hulls, heavier structural components, etc. When
heavy fighters are attacked by PDS point defence fire or
other fighters, rolls of 4 have no effect. Standard fighters
and PDS will therefore inflict only 1 casualty on an original
roll of 5, 2 casualties on a roll of 6 and a re-roll.
Attack or torpedo fighters cannot intercept missiles; neither can any fighter group that has exhausted its combat
endurance.
7.8
Endurance
Interceptors
The interceptor is a specialised type of fighter with no effective anti-ship capability, but optimised for anti-fighter
performance. Interceptors may only fire against other
fighter groups or missiles, not ships or starbases. When
they make such an attack they may add 1 to all die roll results other than a 6. Thus they kill one normal fighter on a
roll of 3 or 4, two on rolls of 5, and two on rolls of 6 with a
re-roll. Against heavy fighters they would kill one on a roll
of 4, two on rolls of 5, and two on rolls of 6 and re-roll.
When themselves attacked, either by fighters or point defence, they take casualties normally.
We recommend recording the remaining combat endurance and the number of fighters left in each group with
two small D6, in different colours, which may be placed either behind or on the stand of the fighter group they relate
to. An alternative to this is to have a single fighter group
roster sheet on a piece of paper, with each group having
two rows of six boxes one row represents the number of
fighters left in the group, and the other the remaining CEF.
7.9
Attack fighters
Attack fighters are really the opposite of interceptors: they
have very little ability to engage other fighters, but carry
increased weaponry loads for anti-ship missions. When in
a dogfight with an enemy fighter group of any kind, attack
fighters only hit and kill opposing fighters with rolls of 6,
which destroy one fighter only and do not re-roll. When
engaging other ships, however, attack fighters add 1 to all
their die rolls other than 6, ie if firing on an unscreened
target ship they would inflict one damage point with rolls
of 3 or 4, and two damage points with 5 or 6.
Specialised types
Torpedo fighters
These are a further specialisation of the attack fighter, carrying a heavy single shot anti-ship weapon on each fighter.
Torpedo fighters can also represent Autonomous Kill Vehicles (AKVs) or similar tiny one-shot craft.
Fast fighters
Fighters
Extra capabilities
Any fighter group that has lost one or more members must
roll a D6 before making an attack. If the roll is less than or
equal to the number of fighters remaining in the group, the
attack is carried out; if greater than, they abort this attack
and do not fire. Any group that fails an attack roll is not
considered to have expended combat endurance for that
turn, as they never went through with the attack.
FTL fighters
FTL capable fighters are those which can travel through hyperspace, either by having their own FTL drive or by travelling in close proximity to a larger FTL capable ship. FTL
fighters still require a carrier with hangar space, as they do
not have sufficient fuel or life support for long journeys.
(Unless all the pilots are Jedi Knights.)
FTL fighters can be deployed at the start of the battle anywhere that a normal ship would be allowed or as a screen
for another ship, without needing to launch. If the fleet
is making an FTL entry, fighter groups deploying individually are subject to normal FTL scattering while screening groups stay with the ship being protected. FTL fighter
groups can retreat off table at any time without needing to
re-embark but count as lost if no carrier with sufficient
hangar space for the group also escapes.
Optional rules
Re-arming
When a fighter group is recovered by its carrier, roll 1 D6.
On a score of 1, the group may not be re-launched in this
game (severe damage to returning fighters, crew fatigue,
29
Threshold Points
8 Threshold Points
8.1
Damage to systems
Figure 20: Bridge, life support, and power core
If using needle weapons, the core systems may not be targeted by these weapons. Needles may only fire at surface
features on the ship such as weapons, sensors, or drives.
Each screen generator on a ship is considered a separate system when checking for system damage at threshold points, and may be knocked out individually either by
threshold damage or needle weapons. If a ship with screen
level-2 has to make a threshold damage check and loses
one of its screen systems, it drops to level-1 screen.
f you do not wish to use the core system rules, simply ignore the systems within the core box on the ship SSDs.
Command bridge
Core systems
These three systems are grouped together on the ship system status display, with a box drawn around them. Whenever the ship reaches a threshold point, the systems within
the core box are each rolled for but subtract 1 from the die
roll thus at the first threshold point, where systems are
lost on rolls of 6 only, the core systems do not need to be
rolled for as the minimum score will be 7. At the second
threshold point, where normal systems go down on rolls of
5 or 6, the core systems are only hit on rolls of 6, and so on
for subsequent threshold points.
If the power core takes a hit, it is damaged and may go critical and explode. It continues to supply power for the ship,
but the safety systems that control it are damaged or destroyed.
At the end of each turn the player must roll a D6: on a 5 or
6, the core explodes and destroys the ship. Damage control parties may be used as normal to try and stabilise the
power core such attempts are made before the roll for explosion for that turn, and success will bring the core back
under control and negate any further effects. (Unless the
core is then damaged again, when the process will repeat.)
Threshold Points
Each turn, before rolling the die, the player may make a
choice: dump the core or abandon ship.
Dumping the core avoids the risk of explosion, but leaves
the ship without power for anything but emergency life
support. The ship is intact, but unable to do anything further in this battle except continue to drift on its present
vector.
All the designs given in the Fleet Books already have the
CF marked in their damage tracks, but if you are designing a new ship type from scratch then you will need to distribute the CFs correctly through the damage track. To do
this, divide the number of hull boxes the ship has by the
number of crew factors. Round the result up if it is not a
whole number, then count along the damage track until
you reach the number and place the first dot there. Count
the same number again and place the second dot, and so
on. When you reach the end of the damage track, put the
last dot in the last box assume that the last of the crew will
be killed when the ship is finally destroyed, if they havent
abandoned ship by then.
Example: The mass 90 ship above, with 5 CFs, has an average hull integrity and thus has 27 hull boxes (30% of 90),
arranged as 7/7/7/6. Dividing 27 by 5 gives us 5.4, which is
rounded up to 6. The first CF dot will be placed in the sixth
box of the damage track, the second in the twelfth (ie the
fifth box of the second row), the third dot in the 18th box,
the fourth in the 24th box, the fifth and final dot is placed
in the last box on the damage track (the 27th). Each time
the ship takes six points of cumulative damage, it will lose
another CF and thus another DCP.
8.5
A single DCP might therefore be four or five crew, and usually includes medical personnel to assist crew casualties as
well as engineers to patch up equipment.
For ships with multiple DCPs, more than one may be allocated to a single repair job at one time. A system can be
brought back online by rolling a D6 result less than or equal
to the number of DCPs assigned. The maximum number
of DCPs on a single job is three, so the highest chance of
repairing a system is 50% (1-3 on a D6) if three teams are
allocated to it. Note that all teams put on one system in a
single turn make just the one roll.
Example: A mass 90 ship, with 5 CF and thus 5 DCPs available, is trying to repair systems lost at a threshold point. The
player decides to combine 3 DCPs (the maximum allowed
on one job) to try and get a FireCon back online, and use
the other two to attempt to fix a damaged weapon system.
The FireCon will be fixed if the player can roll 1-3, and the
weapon on 1 or 2.
8.4
Crew casualties
For simplicity, assume that crew casualties are proportional to the amount of hull damage suffered by the ship.
31
FTL
9 FTL
Faster than light drives
Occasionally, however, it may be either necessary or tactically expedient to run the risk of an FTL transition while
actually engaged with the enemy. Such a dangerous manoeuvre might be a frantic attempt by a threatened ship to
escape from the action, or a surprise attack by dropping
out of FTL directly into combat.
Hyper limit
In many science fiction settings decent sized planets or the
local sun have a hyper limit distance within which FTL
travel is not possible. As most of the interesting bits of any
solar system are on or near such planets, or relatively close
to the sun, many battles will take place within the local hyper limit. In such a setting, FTL entry or exit is only permitted by player agreement or scenario design.
9.1
Once a ship has left the table under FTL drive, it may not
return to play at any time during that battle.
9.3
Any ships that are to enter the game by dropping out of FTL
onto the playing area must be noted as such at the start
of the game, giving the number of the game turn in which
they will enter, plus a specified point of entry on the table;
the latter is usually most easily defined as a simple pair of
coordinates measured from one corner of the table. The
player must also note, at the same time, the starting course
and velocity of the ship after its emergence from FTL space.
Certain ships may be able to enter or leave space very precisely without risk of collisions or scattering. These ships
have advanced FTL drives.
Since this isnt useful in many friendly or competition
games, such ships only have to pay the points cost for standard drives. The player may choose to pay extra points for
advanced FTL capabilities for a one-off battle or tournament, and should always pay the extra points in a campaign.
9.2
FTL entry
When the specified game turn arrives, the player must announce at the start of the turn (after writing of movement
orders) that the ship is making an FTL entry, and place a
counter or other marker at the intended entry point.
In the movement phase, for any ship without an advanced
FTL drive (or without paying points for advanced FTL capability), roll a D12 to give a direction on the course gauge
and a D6 for distance. The marker is then moved in the direction rolled to a distance in MU equal to the D6 roll. The
resulting final location of the marker is the point at which
the actual ship is placed on the table.
FTL exit
The FTL entry is the ships movement for that turn, with
velocity being applied from the start of the next.
Example: The two ships in figure 21 attempt FTL entry side
by side. Each rolls for direction and distance of error in their
entry points. Ship A rolls 6 for direction and 4 for distance,
and ship B rolls 10 for direction and 5 for distance.
On the following turn, the ship moves half its current velocity on its present course, then disappears from the playing
area, having gone into FTL space. Note that ships exiting
by FTL are moved after all other ships.
FTL
sels, while a tender is more commonly a transport for several smaller ships such as light system defence boats.
Course 10
5 MU
Course 6
4 MU
A
Figure 21: FTL Entry
ship (section 7.10) move the same distance and direction
as their ship.
Optional rule: To add extra confusion and danger, if the
distance D6 roll gives a 6, then roll a second D6 and multiply the result by the original roll of 6. This gives a potentially massive error (up to 36 MU) and represents the dangerous inaccuracy of FTL exit if this means a ship appears
off table then that ship is deemed unable to enter the table
during the battle.
Tugs, which are designed to carry other ships by extending their jumpfield around them, require massively overpowered FTL drives. They need a drive equal to 10% of
their mass just to provide their own jump capability, plus
for every 1 additional FTL drive mass they can tow an additional 5 transfer mass of other ships. Thus to tow a ship
of mass 108, the tug would need spare jump drive capacity of mass 22. If the tug itself was a mass 60 ship, it would
need its own mass 6 FTL drive plus the additional 22 so
it would have to devote a total of 28 mass to its jump drive
package.
As with ships leaving the table via FTL, those entering battle also risk damage if they appear too close to another object. Again, the danger radius is 6 MU around the actual
point of appearance; if any ship or other body (not fighters or missiles) is within this distance when the ship enters
normal space, roll a D6 for the ship:
FTL tugs use a modified drive symbol that also displays the
transfer mass capacity.
On a roll of 1 to 5, the ship being rolled for takes damage equal to the dice score.
100
9.5
For jobs such as these, most forces use FTL tugs or tenders.
A tug is normally a ship designed to recover other large ves33
FTL
Where the game rules are identical for both types the term
gate will be used to mean jump gates and portals.
The capacity of natural gates is usually very high to unlimited, and the gate itself cannot be destroyed by normal
weapons fire, so no record keeping is necessary.
Artificial gates have a transfer mass, the maximum capacity
or mass that it is capable of handling in one turn. A gate
must also have a certain number of hull boxes to represent
essential control systems and structural elements. Armour,
screens, and weaponry are optional, but even in settings
where attacking gates is not cricket it is sensible to have
at least some protection against accidental damage.
A jump gate is any natural wormhole or artificial construct that provides entry or exit between hyperspace and
normal space at a given point. A ship transfers from normal space to hyperspace through the jump gate, travels for
some time through hyperspace to another jump gate, and
there transfers back to normal space. The two transfers are
not linked: once in hyperspace a ship can change destination, or the ship can use its own FTL drive if it has one
instead of a jump gate at either end.
FTL
opposite (3 in the example above) and then moves the distance specified by the velocity order.
If for some reason both ends of the portal are on the playing area, a ship exiting through one and entering again
through the other does so with the same velocity that it entered.
Operation
Battles in hyperspace
If you do decide to allow battles at FTL speeds or in hyperspace, the challenge of designing suitable rules and
answering questions such as what happens when a ship
travelling faster than light fires a laser beam? is entirely
yours!
Optional Rules
10.2
10 Optional Rules
10.1
Advanced sensors
Sensors and ECM allow a basic form of limited intelligence to be brought into the game, to make the initial
fleet dispositions for a battle more interesting and tactically challenging.
Advanced sensor suites are classified as enhanced or superior grade. Enhanced sensors require 2 mass, superior 4.
The points cost is mass 4, so 8 for enhanced and 16 for
superior.
When the opposing forces enter the playing area, the actual
ship models are not placed on the table. Instead, each ship
is represented by a Bogey marker (either a simple counter
or something like a black globe made from a ping-pong
ball or bead). These bogeys represent long range sensor
contacts indicating the presence of a ship, but not revealing its exact type. All that can be deduced about the ship
is its general classification (escort, cruiser, capital, or merchant) from its detectable drive emissions, and the course
and velocity.
During the opening moves of the game, players write orders and move their bogey markers just as if they were
moving the actual ships. (They must of course remain
within the manoeuvring ability of the ship that each bogey
represents.)
Bogeys may be revealed (positively identified and replaced by the actual ship model) in one of two ways: either
by passive or active sensor scans.
Obviously a degree of trust is necessary here that true information is being given if advanced sensors are being used
in a competitive game we suggest the umpire should check
and relay the information rather than the player.
10.3
Optional Rules
10.5
Mines
A weasel decoy system requires 2 mass to emit the signature of an escort or cruiser class, 4 mass to emit the signature of a capital ship. The points cost is mass 4.
While the weasel boat is represented by a bogey marker,
that bogey is labelled as if it were the classification that the
decoy system is emitting. Once it is scanned, the true nature of the ship is revealed. (The system can only confuse
the initial long-range information, not the close in sensors.)
Minelaying
10.4
When an active ECM system, individual or area, is protecting a ship, the player owning that ship may make a D6 roll
whenever an enemy tries to scan the ship with active sensors. This die roll is then subtracted from the roll the scanning player makes for sensor results, and the final figure
applied to the sensor table above. Thus jamming is not always effective if a player is using superior sensors (+2)
and rolls a 6 giving a total of 8, while the opposing player
only rolls a 1 for ECM, the final result will be 7; still enough
to reveal everything about the scanned ship.
Just as certain ships may be equipped to lay mines, so others may be provided with systems to clear enemy mines
safely.
To attempt to dispose of a mine marker, the minesweeping ship must have its sweeper system activated by noting
this in its orders for that turn. It must then pass within 3
MU of the mine during the course of its movement, and
at that point 1D6 is rolled. On a score of 1, the mine immediately attacks the minesweeper, detonating and causing damage as normal. On a roll of 2, the mine does not
attack, but is also not disabled; it remain in position and
can attack other ships as normal. On rolls of 3 to 6, the
If a player is trying to make a sensor scan while being effectively jammed by friendly ECM, simply roll twice, subtracting the second roll from the (modified) first roll.
37
Optional Rules
Once you have got your ship into the correct position to be
able to launch a boarding assault, the Marines may cross
between the ships by small assault pods, powered armour
suits, transporter beams, etc.
Ortillery
This is orbital artillery or a planetary bombardment system used for ground support fire from orbiting starships. It
has no function in space combat, and cannot be used as an
anti-ship weapon. (Unless a ship has landed in the target
area. . . ) Effects should be determined by players according
to the ground combat system rules in use.
minelayer
minesweeper
ortillery
enhanced
sensors
superior
sensors
ECM
Area ECM
To resolve the combat between the attacking and defending parties, roll 1 D6 per factor for each side and total their
results. Thus if 4 boarding factors were up against 2 defending factors, the attacker would roll 4 dice and total the
scores while the defender would roll 2 and total them.
Boarding actions
A boarding party is normally composed of part of the Marine contingent from the attacking ship with specialised
equipment.
Optional Rules
Fleet morale
Ship Design
11 Ship Design
Overview
Most players will probably run their first few games using
just the basic ship types. Sooner or later, however, many
of you will want to start modifying the designs provided, or
else designing your own ships from scratch: experimenting
with different weapons fits, hull sizes, and so on.
Ship design is all about a balance between the three essential factors: mobility, firepower, and protection. Mobility is
represented by the thrust rating available to the ship, firepower by the amount and types of weapons carried, and
protection by the screens and armour used (if any) and the
overall damage points.
Going the other way, FULL THRUST takes a large scale bang
youre dead approach to fighter combat. But you could
easily design various types of fighters as small corvette or
frigate sized ships, each with their own unique combination of thrust, weaponry, and protection. Shorten the game
turn to 5 seconds, add in one or two giant warship models
to fight around, and you have a dramatic dogfight.
The ship design rules detailed in this section are constructed so that every ship has to be a compromise between the three basic factors. Although a near-perfect super fast, ultra heavily armed, and heavily protected ship is
theoretically possible, it will turn out to be so incredibly expensive in points cost that just one will take most of your
fleet budget! Remember that, especially in a campaign, a
ship can only be in one place at one time for most purposes a balanced fleet of lighter craft will be more cost effective than just a few superships.
The mass of the ship determines its class and how much
in the way of systems (weapons, screens, fighter bays, etc)
can be fitted into the hull.
The cost of the ship is the total of the mass cost, the hull
cost, the drives cost, and the individual costs of all the systems that you decide to install.
11.1
Scale
Lastly and much less seriously, the really big ships are
usually constructed by megalomaniacal Evil Overlords and
they never work as well as expected, often being destroyed
by nothing more than a puny fighter! The CROSS DIMEN SIONS mass limit represents the actual performance of the
ship, not that promised by the (terrified or over-optimistic)
designers.
Systems
Ship Design
Ship class
Scout or Courier
Corvette
Frigate
Destroyer
Heavy Destroyer
Light Cruiser
Patrol or Escort Cruiser
Heavy Cruiser
Battlecruiser
Battleship
Heavy Battleship
Dreadnought
Superdreadnought
Escort Carrier
Light Carrier
Heavy Carrier
Attack Carrier
11.2
Mass rating
Abbreviation
SC
CT
FF
DD
DH
CL
CE
CA
BC
BB
BDN
DN
SDN
CVE
CVL
CVH
CVA
Mass
4 - 10
8 - 16
14 - 28
24 - 36
30 - 44
40 - 60
50 - 70
60 - 90
80 - 110
100 - 140
120 - 160
140 - 180
160 - 300
60 - 140
120 - 180
160 - 300
150 - 300
Names
The total mass of a given hull is a representation of the capacity of that hull for outfitting it with drives, weapons, defensive systems, etc. This total mass figure is used to refer
to the size of the ship: a size 24 ship could be fitted with a
maximum of 24 mass of systems.
These names are used in the GZG setting but are not at
all compulsory. Other navies have different ship classifications, for example Escorteur dEscadre or Raketny Kreyser;
or you could adapt aircraft terminology. This is an area
where a little research and imagination can go a long way.
(As a matter of courtesy, you should always be willing to inform your opponents whether a ship is an escort, cruiser,
capital, or carrier.)
Note that if you are using commercial model ships, just
because a manufacturer happens to classify a particular
model in the range as a Destroyer in no way prevents you
calling it a cruiser, or anything else that fits in with your
fleet structure.
Escorts have a maximum mass of 44, cruisers have a maximum mass of 90. Anything over mass 90 is a capital.
System mass
The maximum possible mass for a ship is 300. If you do
decide to design larger ships, consider using the rules for
starbases (section 13.7) with multiple individual sections
and SSDs.
The total mass includes the Core Systems (section 8.2) and
passive sensor arrays (section 10.1). No extra points are
paid for these.
Some systems, eg weaponry, are a fixed mass per system, regardless of the size of the ship on which they are
mounted. Other systems including drives and screens are
a percentage of the total mass, and thus become more expensive as the mass of the ship goes up. (As, of course, does
the cost of the hull itself.)
The table below shows the standard basic ship classifications, along with the accepted designations and a rough
guide to the typical mass ratings of each. These figures are
very loose, as most navies tend to classify ships by function
rather than by tonnage: one fleets destroyer may, in reality, be a bigger and more powerful ship than anothers light
cruiser.
Ship Design
Some ships have superior construction technology or internal protection and are therefore much more resistant
to the initial effects of damage. Such ships have advanced
hulls with the boxes arranged in three rows, not four. In the
example above a strong hull would still have 24 hull boxes
but arranged in three rows 8/8/8, requiring more damage
to inflict a threshold point check than before but still only
the same amount of total damage to destroy.
11.3
Ships with less than four hull boxes are always considered
standard hulls, not advanced.
Hull strengths
The hull integrity represents the amount of the ships structure that is devoted to reinforcing the basic hull envelope, including bulkheads, compartmentalisation, internal
strengthening, etc. It is entirely separate from the armour
used (if any), which is external protection. It is perfectly
possible to have a ship with a fragile hull structure but lots
of armour and screens: such a ship will be fine until some
damage manages to get through, at which point the hull
integrity will fail very quickly!
The mass used for hull integrity is the number of hull boxes
that the ship has to absorb damage points. For standard
ships, the hull boxes are arranged in four rows to form the
damage track for the ship.
Ship Design
not divide evenly then the first holds or passenger areas are
the larger ones.
FTL
4
Main
drive
Advanced
FTL
16
H
24
Advanced
drive
11.4
Systems
Armour
Atmospheric streamlining
Streamlining allows ships to safely enter a planets atmosphere as described in section 13.9. Partial streamlining
requires 5% of the ships total mass, while full streamlining
requires 10% of the total mass. The points cost of streamlining is 2 points per mass used for the aerodynamics.
Screens
Screens require 5% of the ships mass for a level-1 screen
system (one generator), and 10% for a level-2 screen (two
generators), but with minimum requirement of 3 mass for
level-1 and 6 mass for level-2 screens. Any ship up to mass
60 thus requires 3 mass to install a level-1 screen system,
while larger ships require 5% of their total mass.
Hangar bays
Hangar bays for fighter groups and other small craft have a
mass equal to 1.5 mass of capacity and a points cost three
times the mass. The typical fighter hangar bay has a mass
of 9 (6 fighters at 1 mass each 1.5) and a points cost of 27.
Hangars for other types of craft use a different symbol with
the capacity in mass marked.
The points cost for a hangar bay does not include the fighters or craft carried inside.
Advanced screens
Mass devoted to cargo or passenger space costs no additional points during the ship costing procedure, though of
course the actual hull that encloses them is paid for in the
normal way. Each mass factor used provides one factor of
hold space (H) or passenger space (P).
Ship Design
Scatterguns
Each scattergun has a mass of 1 and costs 4 points.
Ships cannot be fitted with both PDS and scatterguns.
Beams
Basic mass requirements of a given battery start at 1 for a
class 1, and double for each class increase, so a class 2 requires 2 mass, a class 3 requires 4 mass, a class 4 requires 8
mass, and so on. At 16 mass for a class 5 and 32 for a class
6, these larger systems rapidly become non cost-effective
for most purposes.
Torpedoes
The basic mounting for a class 1 torpedo has a mass of 4
and fires through only 1 arc. The torpedo may be mounted
to traverse through up to two extra adjacent arcs for a maximum total of three, requiring one mass per extra arc; or
through a broadside fire arc, costing 2 extra mass.
Higher class torpedoes double the base mass and extra per
arc for each class increase, so a class 2 torpedo takes 8 mass
and +2 per extra arc (+4 for broadside), a class 3 is 16 mass
and +4 per arc (+8 for broadside) and so on.
Class 3 batteries and above have only 1 fire arc (60 ) at their
base mass cost. Each additional arc of fire requires 25% of
the base mass per arc covered, so a class 3 covering 3 arcs
would require 4 + 1 + 1 = 6 mass, while a class 4 with the
same traverse would require 8 + 2 + 2 = 12 mass. Arcs must
be adjacent.
Needle weapons
Needle weapons have only 1 fire arc. The mass is 2 and the
cost is 6 points.
Submunition pack
A submunition pack has a mass of 1 and fires through only
1 arc. The cost is 3 points.
Salvo missiles
Grasers
If salvo missile launchers are fitted to a ship, the launcher
itself takes 3 mass while each salvo load carried in an internal magazine takes up 2 mass for standard missiles or 3
mass for extended range types.
Heavy missiles
Each heavy missile has mass 2 for standard or 3 for extended range. Points cost is mass 3.
Ship Design
11.5
Basic hull
Hull integrity
FTL drive
Main drive thrust-4
sub-totals
86
26
9
17
52
86 pts
52 pts
18 pts
34 pts
190 pts
2 beam-3 (3 arc)
beam-2 (6 arc)
2 beam-1
2 FireCon
SML
magazine (3 loads)
level-1 screen
2 PDS
sub-totals
12
3
2
2
3
6
4
2
34
36 pts
9 pts
6 pts
8 pts
9 pts
18 pts
12 pts
6 pts
104 pts
mass 86
294 pts
Totals
3
2
45
Ship Design
11.6
Optional Systems
System
Mass
Basic hull
Standard integrity
Advanced integrity
2
3
Standard drive
Advanced drive
2
3
FTL drive
Advanced FTL drive
2
3
Partial streamlining
Full streamlining
5% of total mass
10% of total mass
2
2
Cargo/passenger
1 per space
Hangar bay
Hangar bay, standard
3
27
2
2
3
Advanced screen
5% total mass
minimum 3
7.5%
minimum 4
Points
Mass
Points
Enhanced sensors
Superior sensors
2
4
8
16
2
4
8
16
ECM system
Area effect ECM
4
6
16
24
Minelayer
6
2
Minesweeper
2
+ 1 per mine
minimum 2
5
Ortillery system
15
9
None
Fighter types
All fighters require 1.5 mass of hangar bay space per fighter.
A standard group has 6 fighters, requiring a mass 9 hangar.
Points costs for fighters are:
Fighter
Fire Control
ADFC
1
2
Beam-1
Beam-2, 3 arc
broadside or 6 arc
Beam-3, 1 arc
extra arc
broadside
Beam-4, 1 arc
extra arc
broadside
1
2
3
4
+1
+2
8
+2
+4
3
6
9
3
Graser-1, 1 arc
3 arc
broadside or 6 arc
Graser-2, 1 arc
extra arc
broadside
Graser-3, 1 arc
extra arc
broadside
2
3
4
9
+3
+6
24
+6
+12
Torpedo, 1 arc
extra arc, max 3
broadside
Each extra class
4
+1
+2
2
Submunition pack
Needle weapon
Point defence system
Scattergun
1
2
1
1
SML
Missile magazine
3 (launcher only)
2 per salvo
3 per ER salvo
4
5
2
3
+2
SMR
extended range
Heavy missile
extended range
Extra missile stage
System
Standard
Fast
Heavy
Interceptor
Attack
Long range
Torpedo
4
8
FTL
Kinetic
Each
Group
3
4
5
3
4
4
6
18
24
30
18
24
24
36
+1
+1
+6
+6
Light vessels
Interface craft, shuttles, etc cost 2 points per mass of craft
and require 1.5 mass of hangar bay space per 1 mass of
craft.
4
4
3
6
3
4
9
3
3
3
6
9
2
46
Special Moves
12 Special Moves
12.1
Thrust 0 drives
Ships with thrust 0 drives, and any asteroids or similar object that have significant movement relative to ships, never
write orders. The controlling player, or scenario designer,
determines the initial position, course, and velocity before
the game begins. Each turn, the ship or asteroid moves
along this predetermined course before all other ships.
12.2
Rolling ships
Although FULL THRUST makes no attempt to simulate 3dimensional movement or combat, there is one simple rule
addition that we are including here: the ability to roll a ship
180 on its central axis, thus effectively swapping the port
and starboard sides (ie the ship is upside down relative to
the other ships on the table). This manoeuvre can be very
useful when ships start to lose systems due to damage, as
it can allow undamaged weaponry to bear on targets that
would otherwise be on the wrong side of the ship.
To perform a roll, the player simply writes Roll in the movement orders for that turn; the roll expends 1 thrust factor
which comes off the turning allowance. For example, a
thrust-4 ship, normally capable of 2 points of turn, could
only turn 1 point if it also rolled that move; but would still
be able to use its other two thrust factors to accelerate or
decelerate as normal. The roll then occurs at the start of
the ships movement, and a marker is placed by the model
to indicate its inverted condition. Rolling has no effect on
combat (except that the port batteries now bear to starboard, and vice versa). An inverted ship may roll back upright in any subsequent turn, or may remain inverted as
long as the player wishes.
12.4
For simplicity of play, rolled ships still have their movement orders written in relation to the actual miniature
rather than their theoretical inverted condition thus an
order written for a port turn will still turn the model to the
left, even though to the inverted ship this would actually be
a starboard turn. Keeping to this convention should avoid
a lot of confusion and arguments.
12.3
Moving table
12.5
Towing ships
If you use the moving table in a game, it will become possible to continue pursuit of a fleeing enemy. Under the normal rules a retreating force simply has to leave the table in
order to break off combat, but with the moving table the
pursuit may go on until one side either catches or outruns
the other.
Particularly when playing campaign games, which for obvious reasons are very seldom fought to the death, it is advantageous to be able to disengage from battle if things are
going badly for you saving your remaining ships for the
next engagement can be much more important than going
out in a heroic blaze of glory.
Special Moves
If one player decides to disengage, it is possible to actually play out the full pursuit stage as described above. If,
however, this is felt to be too time consuming, there is an
alternative abstract method that may be used.
The disengaging players ships must all move off the table
via the same table edge; until the last ship has left the table,
the battle will continue as normal. When all the ships are
off the table edge, each player rolls a D6. If one player has
any ship that has a higher thrust than all opposing ships,
then add 2 to the die roll. Eg, if the disengaging player has
some thrust-8 escorts while the opposing fleet has nothing
with a thrust above 6, the former adds 2 to the roll.
Docking
Ships may attempt to dock with other ships or with starbases (section 13.7) although this is unlikely during combat. To accomplish a docking, the ships movement orders
must be planned so that it ends up within 3 MU of the target ship/starbase at the end of the turn. If the target is stationary, the ship must also come to a dead stop, otherwise
it must exactly match both course and velocity with the target ship or starbase at the end of the turn. On the following turn, the ship may be taken as docked. One full turn
is also required to cast off and undock again, after which
the ship may manoeuvre as normal.
12.7
Ramming ability
Players may agree that certain scenarios and/or certain
races may make ramming attacks more likely, and hence
reduce this required die roll for them.
Any ship that can automatically attempt to ram should
have an extra cost of at least +1 per mass of the ship,
which represents the difficulty of indoctrinating crews willing to sacrifice their own lives, the cost of a fully automated
ship with remote controls or AI pilot, or the remote hive
mind/queen intelligence controlling expendable beings.
Ramming
Terrain
13 Terrain
It may sound a bit odd to talk of terrain in a space battle, but if you think about it there are a number of possible
ideas you can use to render certain parts of the table more
difficult, dangerous, or just plain different. The following
suggestions are mostly pure space opera and anyone who
has seen a few episodes of the typical science fiction television show will doubtless be able to think of lots more!
13.1
Damage to asteroids
Asteroids
The normal rules assume that asteroids cannot be destroyed by weapons fire. (Or even by ships impacting with
them.) However, you may give each asteroid a large damage point value (perhaps 50 for a very small chunk, 100 for
a larger one, etc) and then allow players to fire at them.
When an asteroid is reduced to zero damage, it disintegrates into 1D6 smaller chunks, which all move at random
courses and speeds out from the point of destruction. Try
to avoid that lot. . .
13.2
If, however, you are using irregularly shaped asteroid models, such as foam chunks, then it is necessary to mount
them on bases, perhaps 1 to 6 MU across, depending on
the asteroid size. A line between two ships is then blocked
if it crosses any part of the asteroids base, which solves any
disputes that could be caused by the irregular shape of the
asteroid model itself.
2. Clouds inhibit beam weapons and fire control lockon: when attempting to fire at a ship in a dust cloud,
or if the firing ship is itself in a cloud, roll a D6 after nominating the target. On a roll of 1-3 the dust
has prevented a successful target lock-on and the ship
may not be fired at. On a 4-6 the shot may be fired as
normal, but if using beams or grasers treat the target
as having one screen level higher than normal due to
beam attenuation caused by the dust. (Screen levels
above 2 remain at 2.)
C
Note that this rule may, if desired, also be used to simulate
the effects of ships operating in the fringes of planetary atmospheres, such as when skimming gas giants.
13.3
Solar flares
A
Figure 29: Combat in asteroid field
49
Terrain
13.4
These may cover areas of between 6 MU and 12 MU diameter (or other shapes/sizes at players discretion) and may
be stationary on the table or moving in a similar way to the
moving asteroid rules.
Any ship that enters or is hit by such a meteor swarm or debris field has 1 D6 rolled for every full 6 MU of velocity, with
the actual score rolled equalling the (penetrating) damage
sustained. Up to velocity 5 = no damage, 6-11 = 1 D6, 12-17
= 2 D6, etc.
This rule may also cover the effects of the debris in the rings
of a planet such as Saturn, in which case a large arc of it
could be depicted on the table to cause all sorts of problems!
13.5
The movement path of the asteroid brings it into contact with a ship at any point. (This is before the ship
itself has moved, at the beginning of the movement
phase.)
Battle debris
Collisions do not occur if the movement paths of the asteroid and ship merely cross. Use the base or model edges
of the asteroid and the centre point of the ship model to
determine collisions, not the edges of the ship model.
13.6
Collisions
50
Terrain
13.7
Starbases
A starbase is any space station, habitat, drift, orbital, asteroid base, or other artificial construct large enough to be
treated as terrain rather than a ship. A starbase is always
thrust 0 for movement.
A starbase has one or more sections, each with its own SSD.
For game purposes these are considered to be arranged on
a hexagonal grid with each section having a central point
for determining fire arcs and ranges.
1
4
A starbase is the same collision risk as an asteroid. If a collision occurs the ship is destroyed and the nearest starbase
section takes D6 ship hull boxes damage as if it had been
rammed.
13.8
Planets
For FULL THRUST purposes a planet includes not just planets but also major moons and even suns at the larger scales:
any stellar body with a significant gravitational effect on
spaceships.
Individual sections may fire or be fired at if they have a direct point to point line of sight, or through sections that
have already been destroyed. Interior sections are therefore immune to attack until at least one outer section has
been lost.
Orbital table
In figure 33, the ship and sections 2 and 4 can fire at each
other, but sections 1 and 3 cannot. Sections either have no
drive or a comparatively much smaller drive than a ship, so
are not affected by rear arc firing limitations or vulnerability.
At this scale the table represents an area at a given orbit radius above a planet (plus or minus some distance higher
velocities are lower), with the equatorial orbit path running between the centres of the short edges and a polar orbit across. The planet itself would be underneath the table.
If a section of a starbase is destroyed by a core reactor explosion, all immediately adjacent sections take 3D6 of penetrating damage. If this also destroys those sections, repeat
the process again: this can create the chain reaction of explosions so often seen in sci-fi television and film.
Terrain
Enter orbit
velocity 6
In orbit
24 MU
Exit
Course 11
Velocity 8
Re-entry
Leave orbit
velocity 7+
18-30 MU
Figure 34: Orbital table
Thrust 0 or 1 ships cannot enter until the 5th turn after exiting, thrust 2 to 4 until the 4th, and thrust 5 or greater the
3rd. (This assumes that the ship is making a powered atmosphere skimming circumnavigation rather than a genuine orbit, plus a bit of dramatic license.)
Whether fighter groups can orbit is optional but not recommended: making the orbit would consume too much
fuel for such small craft.
If the ship hits the orbital distance at less than the orbital
velocity, it will enter an automatically decaying orbit and
start to enter the atmosphere (section 13.9). If it arrives
with greater than the correct velocity it will ram straight
into the atmosphere in an uncontrolled entry you have
been warned!
Medium scale
At medium scale a planet should be represented on the table by a half sphere, although a plate or disk will suffice.
Decide whether the planet can be landed on or that contact with the planet will be a fatal collision.
Large scale
These rules are for those who prefer their space battles on a
grand scale with the table representing a significant chunk
or all of an entire solar system.
52
Terrain
Represent planets by small disks up to several MU in diameter, much smaller than for medium scale. A planet is surrounded by three concentric gravity zones, each extending
the radius by at least 1 MU. The outer zone is strength 1,
the middle strength 2, and the innermost 4. For large planets increase the radius of the zones; treat a sun as a large
planet with an extra inner zone of strength 8.
13.9
Atmospheric entry
If the centre is in the fore arc of the ship, add the zone
strength to the ship velocity.
If the centre is in the aft arc, subtract the zone strength
from velocity.
If the centre is in a port or starboard arc, add half the
zone strength to the velocity, and turn the ship towards the centre by a number of points equal to the
strength of the zone.
Original
course
New
Damage from a nova cannon is penetrating damage: neither type of screen nor armour has any effect.
14.2
Please note that were not telling you not to use any or all
of these systems if you wish. Just be aware that their indiscriminate use may throw up anomalies in the game, and
you should be prepared to deal with these as you see fit.
14.1
Wave gun
As with the nova cannon, the wave gun may fire only along
the main axis of the carrying ship, ie in a straight line bearing directly forward along the ships current course. The
ship may not fire any other weaponry in the turn that it
fires the wave gun, and also counts as unscreened through
its entire frontal arc while the weapon is being fired.
Unlike the nova cannon, the wave gun burst has a life of
only one turn. Its full range is 36 MU. Over the first 12 MU,
move a 2 MU diameter template along the line of fire, at 1224 MU the template expands to 3 MU diameter, and then
from 24-36 MU it expands again to 4 MU diameter. This
all happens in the one turn, after which the template is removed. Any ship touched by the template during its flight
suffers damage: 4D6 at 0-12 MU range, 3D6 at 12-24 MU
and 2D6 at 24-36 MU.
Reflex field
The reflex field is a variation on conventional screen technology in that it protects its carrying ship (partially) against
attack from energy weapons such as standard beam batteries. The interesting aspect of the reflex field is that it has the
capability to actually return some or all of the attacking
beam energy back to its source, causing damage to the firing vessel! Energy weapon includes beams, grasers, fighters, and any other weapon affected by standard screens.
This nasty little device may be activated in any desired
turn, but it must be written in the carrying ships orders
54
When a ship with an operating reflex field is fired on by energy weapons, roll for hits and damage in the normal way.
Now the player owning the target ship tells the attacker that
the ship has an active field, and rolls 1 D6.
On a roll of 1 the field has no effect: full damage is applied to the target ship as normal.
On a 2 the field stops some damage: the target receives
only half the normal damage, rounded up.
Cloaking field
System
Mass
Nova cannon
20
60
Wave gun
12
36
Reflex field
Cloaking field
10
Nova cannon
Cloaking fields are systems that render ships totally invisible and undetectable on all forms of sensors and visual scanning. They are thus very useful under certain circumstances, but they have one big disadvantage as well:
though the cloaked ship cannot be seen, it also cannot see
out. While the cloak is active it is in its own little world, with
no interface to outside reality. (A bit like some gamers. . . )
Points
Wave gun
15.2
Ship designs for competitive tournaments need to be controlled, for instance by restricting players to only designs
given in the FULL THRUST fleet books, with no modifications, changes in weapons, etc. (Players can of course use
their own ship models even if they dont resemble the official designs.) This should give a game where the tactics
of play decide the victor, rather than who can stretch the
design rules to the furthest limit!
Space battles may be fought in a vacuum, but the commanders will still have some purpose or objective in mind.
Once you are familiar with the rules, we strongly recommend the use of terrain and planets to make the games
more interesting, and scenarios with objectives other than
a simple beat up the enemy.
15.1
Tournament fleets
Deployment
An even more limiting but quite useful idea is to actually
give each player a fixed, identical force that way you are
really finding out who is the better tactician (or just luckiest with the dice). This method can be effectively used for
enter on the day competitions where players do not have
to bring their own fleets along, but use one provided by the
organisers.
Side A
Fleet composition
Battles can be made more interesting by restricting the
proportions of different ship classes as well as the overall
points total.
Side B
15.3
15.5
mass2
100
The effect of the simple CPV is that ships with mass below
100 become cheaper, over 100 more expensive. The change
to the points value can be calculated by subtracting the actual ship mass from the CPV hull value.
For example, the Suffren class light cruiser from FLEET
BOOK 1 has mass 54 and a points cost of 181. Using the
CPV calculation, the hull cost is
Please treat this background just like any of the rules: if you
like it, by all means use it if you dont, then write your own
and ignore anyone who tries to say youre doing it wrong!
542 2916
=
= 29
100
100
Humour
The two superpowers of the GZGverse are the New Anglian Confederation (NAC), present day Britain, Canada,
and United States; and the Eurasian Solar Union (ESU),
present day China, India, and most of Russia. The other
two major powers are the Federated States of Europe (FSE)
and New Swabian League (NSL) which between them include almost all of present day Europe. The fleets used by
these four major powers are described in FLEET BOOK 1.
If you do decide to bring fleets from different settings together, it is best to require that players translate all designs
into those allowed by the standard FULL THRUST rules only.
This is contrary to advice given everywhere else in this rulebook, but the more you modify the rules to match a particular setting, the less suitable those rules become for ships
from different settings.
Phalons are similar enough to humans to be allies, enemies, or trade partners but by human standards are exasperatingly changeable and can be all three on different
days.
The third are the KraVak who are much more consistent
in their approach to humanity: consistently hostile. 2185
is the official date for the start of the Xeno War between
humanity and the KraVak. The war has seen the United
Nations become a major power itself, and the introduction
of advanced weapons and systems for a new generation of
human warships. (The older designs remain in service, especially among lesser powers.)
FULL THRUST makes it possible for fleets from different systems, galaxies, or universes to do battle with each other.
As every TV sci-fi viewer knows, space is cluttered with
tachyon bursts, negative polarity fields, and quantum singularities that routinely push ships back and forth in time,
into parallel universes, or even other dimensions. If ships,
why not whole fleets or solar systems?
You will find that FULL THRUST is flexible enough to recreate the distinctive fighting styles of different fleets even
without one for one equivalents and special rules. And its
lots of fun.
58
2010 GZG and Hugh Fisher. Permission granted to copy for personal use.
Summary of Changes
Construction
All weapons are now armour-piercing: half the total damage from each ship attack (rounded up) is taken on armour,
regardless of weapon type. Needle weapons and beam or
fighter re-rolls still go straight through to the hull.
Optional: attacks by ship weapons, but not fighters or missiles, into the rear arc of a ship ignore screens and armour
for penetrating damage.
Damage repair rolls are low rather than high, needing less
than or equal to the number of DCPs.
Turn sequence
Fighters
Movement
FTL jump gates and portals are included.
Ships making FTL entry and exit near other objects can be
damaged by the transition, but not (usually) other ships in
the vicinity.
New systems
Fighter and missile attack phases changed back to being
before ship fire.
Broadside fire arcs, the two port and starboard but not fore
or aft, are allowed for beams, torpedoes, and missiles.
Heavy missiles are back: now launched just like salvo missiles. (But are not interchangeable).
Multi-stage missiles are optional.
No AMT torpedoes.
Scatterguns are now standard rather than alien. A scattergun rolls as if four PDS.
Advanced screens provide all the protection of a standard
screen, and also protect against missiles, torpedoes, and
other weapons.
Shell armour is now standard rather than alien.
59
2010 GZG and Hugh Fisher. Permission granted to copy for personal use.
Quick Reference
Ship fire
Beam
D6/range 0-12 12-24
Class 1
1
Class 2
2
1
Class 3
3
2
Beam damage
Unscreened 1-3 = none
Level-1
1-4 = none
Level-2
1-4 = none
Turn Sequence
1. Write orders.
2. Roll for initiative.
3. Launch missiles.
Initiative launches last
Ship by ship
4. Move fighter groups.
6=2
6=2
6=1
Graser
Hit as for beam, 18 MU range bands
D6 DP per hit, no re-rolls
5. Move ships.
Torpedo
MU 0-6
Hit
2+
6-12
3+
12-18
4+
18-24
5+
D6 DP from hit
+3 MU to bands per class above 1
SMP
Missile
Range 24 MU, Extended 36
Salvo: D6 in salvo, D6 each
Heavy: 3D6
Point defence
Unarmoured, unscreened targets
6 = 1 DP, no re-roll
Movement
1.
2.
3.
4.
4,5 = 1
5=1
5=1
Re-roll on 6, penetrating
6.
7.
8.
9.
10.
11.
24-36
1
Point defence
PDS vs
Fighter or salvo: 4,5 = 1, 6 = 2 + re-roll
Heavy fighter: 5 = 1, 6 = 2 + re-roll
Heavy missile: 5, 6
Beam-1 vs
Defence
Armour
Half rounded up, each layer
Fighters
Screen
vs ship
Advanced screen
Subtract 1 per level from damage die
SMP affected as if beam vs screen
Torpedo fighter -1 damage per level
vs fighter
vs missile
60
24-30
6
2010 GZG and Hugh Fisher. Permission granted to copy for personal use.
Frigate
X
Frigate
Frigate
Cruiser
Cruiser
2
1
2
1
B
4
Turn 1
Cruiser A V: 6
Cruiser B V: 6
Frigate X V: 6
Frigate Y V: 6
Frigate Z V: 6
61
2010 GZG and Hugh Fisher. Permission granted to copy for personal use.
1
2
10
11
12
Course and
Fire Arc gauge
6
62
2010 GZG and Hugh Fisher. Permission granted to copy for personal use.
Bogey
Bogey
Bogey
Bogey
Capital
Cruiser
Escort
Merchant
Bogey
Bogey
Bogey
Bogey
Capital
Cruiser
Escort
Merchant
Bogey
Bogey
Bogey
Bogey
Capital
Cruiser
Escort
Merchant
Bogey
Bogey
Bogey
Bogey
Capital
Cruiser
Escort
Merchant
63
Mine
Mine
Mine
Mine
Mine
Mine
Mine
Mine
Mine
Mine
Mine
Mine
Mine
Mine
Mine
WHAT IS
FULL THRUST LIGHT?
Full Thrust has been one of the most consistently popular
Starship Combat wargames around, ever since the rst
edition was published way back in 1991.
The rules set presented here, which we call FULL THRUST
LIGHT, is a stripped-to-the-basics version that introduces
the most important core rules of the game, and is ideal for
getting new players into the system. FULL THRUST LIGHT
uses only the simplest movement rules (for cinematic
style play) and just a couple of the most common
weapon systems. The complete version of FULL THRUST
(currently in Second Edition with add-ons, which we refer to
as FT2.5, with a Third Edition under development)
introduces much, much more loads more weapon
options, defensive systems and screens, ghter operations,
an optional vector movement system, and a complete
design-your-own-ships construction and costing system.
So, enjoy this simple free intro to the rules, then check out
our website at www.gzg.com for all the rest!
Full Thrust and Full Thrust Light are trademarks of
GZG, and all material herein is copyright J.M.Tuey and
GZG. Permission is hereby granted to duplicate and/or
distribute this document freely for non-commercial
SHIP SYSTEMS
DISPLAYS (SSD)
SSDs represent the
overall ship status
using icons for the
various ship systems.
Each ship uses one line on the Movement Plot for recording its movement orders; the rst (greyed-out) line on the
plot is lled in with some example orders to illustrate how
everything should be recorded.
The individual SSDs for each ship have a number of
symbols, or ICONS, that represent the various SYSTEMS
(drives, weapons etc) that the ship carries. The far right SSD
on the sheet - the greyed-out one - should not be used in
play; it is provided as a reference example to explain all the
icons.
IMPORTANT: Please note that the ship designs
given in the SSDs here are NOT full FT designs to avoid
confusion, they only show the systems that are relevant
to the introductory rules presented here.
DISTANCE AND
MEASUREMENT:
All distances in FULL THRUST are given in Measurement
Units or mu; you can choose what one mu represents,
to suit the size of your playing area. The standard that we
normally use is 1mu = 1 inch, which works best if you have
a fairly large table, but if you want more action in a smaller
space then feel free to use 1mu = 1 centimetre.
Ships never block line-of-re from each other, and may freely move through/across other ships during the movement
phase; space is, after all, three dimensional even though we
choose to represent it two-dimensionally here for simplicity
of play. If there is a conict of placement between actual
miniatures at the end of the movement phase, due to the
physical size of the models, then they should be placed as
closely as possible to their intended positions. This should
be with the agreement of all players, displacing smaller
ships in preference to larger ones and maintaining courses
as the highest priority. Full Thrust Light has no provision for
collisions or deliberate ramming, but this is covered in the
full FT rules!
If a ship leaves the playing area, either deliberately or
through player error in plotting movement orders, in basic
terms it is out of the game and may NOT return. This rule
should be considered exible, however, and returning to
play MAY be allowed with the agreement of all involved
provided that this is decided at the start of the game.
B
A
has LOF at
through
COURSES
AND FIRE ARCS:
The direction in which a ship is moving is referred to as its
COURSE. In the simple cinematic movement system here,
ship models must always face in the direction they are moving. There are 12 possible Courses, denoted by a clockface
with a xed orientation on the playing area (ie: Course 12
should be dened as pointing directly towards one table
edge, and all courses are then dened relative to that).
Thus a ship moving directly in the 12 direction would be
on Course 12, while one traveling in the opposite direction
would be on Course 6. The clockface is also used to dene
the FIRE ARCS of a ships weapons, though the re arcs are
relative to the SHIP rather than relative to the playing area.
Ships in Full Thrust Light have 6 re arcs of 60 degrees each;
working clockwise, there is the FORE (F) arc from 11 oclock
to 1 oclock, the FORE STARBOARD (FS) arc from 1 to 3
oclock, the AFT STARBOARD (AS) arc from 3 to 5 oclock,
the AFT (A) arc from 5 to 7, AFT PORT (AP) from 7 to 9 and
nally the FORE PORT (FP) from 9 to 11 oclock.
Each weapon system icon on the SSD has a ring of 6
segments round it that correspond with the 6 re arcs
those arcs through which the weapon may be red are left
FIRE ARCS
F
FP
FS
AP
AS
A
SEQUENCE OF PLAY:
The sequence for a game turn of Full Thrust Light
is as follows:
PHASE 1:
ORDER PLOTTING PHASE
PHASE 2:
SHIP MOVEMENT PHASE
PHASE 3:
SHIP WEAPONS FIRE PHASE
ORDER PLOTTING
PHASE:
In this phase of the turn, all players must write MOVEMENT
ORDERS for each of the ships in their eet. Any ship that
does not have an order written for it will continue to move
on the same course and at the same velocity as in the
previous turn. A ships movement order is usually written
in an abbreviated notation as explained below, and must
specify any change in velocity (acceleration or deceleration)
and/or change in course (to Port or Starboard, and by what
amount) that the ship is to perform in this game turn.
After any changes to velocity or course are plotted, the new
total velocity is written into the next empty V box on the
order plot, and the new course heading is written in the C
box, to show the new starting velocity and course for the
next turn.
All ships have one or more DRIVE SYSTEM icons on their
SSD, which represent their sublight drive engines. Each
drive icon has a number which shows the THRUST POINTS
that it provides; a ships total available thrust per game turn
is the total of the numbers in all of its functioning drives.
A ship that loses all its drive system(s) due to damage is no
longer able to change course OR velocity, and will continue
to travel at its current course and velocity until it exits the
playing area.
MOVEMENT PHASE:
In the movement phase, each player moves his ship models
in exact accordance with the orders he has just written
for them in the plotting phase. Both/all players may move
their models simultaneously if they wish, or one may move
followed by the other but as both will be following their
written orders it will not make any dierence; neither player
may modify their ordered movement in any way to react to
the others moves.
ACCELERATION
AND DECELERATION:
Once a ship is moving, it will continue to move at the same
velocity every turn unless THRUST is applied to change
that velocity. Thrust points may be used to speed the ship
up (acceleration) or slow it down (deceleration), with each
thrust point changing the ships velocity by 1mu up or
down. The use of thrust for acceleration or deceleration is
written in the order plotting as plus for acceleration thrust
or minus for deceleration, and the number of thrust points
being used for example, an order written as +2 would
be using 2 thrust points for acceleration (adding 2mu to the
speed), while -3 would be three points (3mu) of deceleration. Any velocity change is applied in the same turn that
it is plotted, so if a ship ended the previous turn at velocity
6, and has a +2 acceleration plotted for the new turn, it will
move 8mu this time. Ships must ALWAYS be moved the full
and exact distance indicated by their current velocity the
only way to slow a ship down is to apply decelerating thrust.
Ships may NOT move backwards.
COURSE CLOCK
TO CHOSEN
TABLE EDGE
CHANGING COURSE:
Thrust points may also be used to change the course of the
ship, at a rate of 1 thrust point = 1 course point (30 degrees)
of turn. Course change orders are written in the order plotting in a similar way to velocity changes, with either a P
(for turns to Port, or anticlockwise) or an S (for Starboard,
or clockwise) followed by the number of thrust points
applied to the course change. In terms of the clockface
course references, Port turns are minus and Starboard
turns are plus eg: if a ship is currently heading on course
3, then a 2-point turn to Port (written P2) would turn the
ship onto course 1, while a 2-point turn to Starboard (S2)
would turn it to course 5. Turning the miniature through
the correct angle is a lot easier if a simple circular turn
gauge is cut from card and marked with the 12 clockface
points , but it can also be judged accurately enough from
the hexagonal base of the ships stand. Whenever a ship
changes course, the change is performed half at the START
of the ships movement for that game turn, and half at the
MID-POINT of the movement.
START V START C
6
12
3.5 MU
1-point
turn
3.5 MU
TURN 4
TURN 1
V C
TURN 2
V C
TURN 3
V C
TURN 4
V C
+2
8 12
+2, P2
10 10
P1
10 9
-3, S1
7 10
5 MU
5 MU
1-point
turn
5 MU
TURN 3
2-point
turn
5 MU
TURN 2
8 MU
FIRE PHASE:
In this phase all ships that can acquire valid targets may re
any or all of their weapons.
In the basic game any given ship may re any or all of its
weapons systems, provided there is a target in range and in
the weapons ring arc; as a general rule, each weapon may
re once only in each game turn. The number of dierent
targets that any one ship may engage is determined by its
available FIRE CONTROL SYSTEMS (FCS), as explained
below. Within the limitations of the FCS rules, a ships
weapons re may be divided between available targets in
any way the player desires. The re phase starts with a die
roll for INITIATIVE between the players - each rolls, and the
highest scorer has the Firing Initiative for that phase - that
TURN 1
player may select any ONE of his ships and perform ALL
desired ring from that ship against any available targets.
Once the player declares that all ring from that ship is
completed, then the opposing player may select one of his
own ships and perform all desired ring from it. Firing then
alternates between the players on a ship-by-ship basis until
all desired ring is completed. Note that because all damage is inicted immediately it is possible for a ship to be
destroyed (or to lose important weapons systems) BEFORE
it has the chance to re back in that game turn.
FIRE CONTROL
SYSTEMS:
BEAM WEAPONS
36 MU
24 MU
12 MU
3
FIRING BEAM
WEAPONS:
3
3
12 MU
24 MU
36 MU
Ship
has no active FC S
Ship
Ship
A
C
FIRING PULSE
TORPEDOES:
EXAMPLE
12 MU
out of range
1
3
18 MU
target is in range
10
PULSE TORPEDO
6+ to hit
30 MU
5+ to hit
24 MU
4+ to hit
18 MU
3+ to hit
12 MU
2+ to hit
6 MU
RECORDING DAMAGE:
Damage points inicted are applied to the target ship immediately, and are recorded by crossing o the small square
HULL BOXES on the ships SSD, starting at the top row and
working from left to right, one box per damage point. When
the accumulated damage reaches or passes the end of one
of the hull box rows, then a THRESHOLD CHECK for critical
systems damage is performed as soon as all re by that particular attacking ship against that target ship is completed.
To perform a threshold check, one die is rolled for EACH
system icon on the ship. At the FIRST threshold (rst row of
hull boxes all marked o), systems are knocked-out on rolls
of 1 only; one the SECOND threshold (second row marked
o) systems are lost on scores of 1 or 2, and at the THIRD
threshold (third row) 1, 2 or 3.
If MORE than one threshold point is passed in the attack
from a single ship (which can occur, especially with smaller
target ships), then only roll for the worst case threshold
but add 1 to the threshold number - eg: if a ship took so
much damage in one attack that both the rst and second
rows of hull boxes were lost at the same time, only the
second row threshold would be rolled for but it would be
treated as if it were a third-row check, with systems lost on
1, 2 or 3 instead of just 1 or 2. Systems knocked-out on a
threshold check are crossed o the SSD and may not function again for the rest of the game.
When a DRIVE SYSTEM icon is lost, the ship loses the use
of the thrust points provided by that drive (which may be
all or part of the ships total available thrust, according to
whether the ship has more than one drive icon or not).
When ALL of a ships Hull Boxes are marked o, then the
ship is destroyed and removed from play.
EXAMPLE: An undamaged Heavy Cruiser is hit by
enemy re, taking 6 damage points. The rst row of hull
boxes is marked o, requiring a threshold roll for each
system on the SSD. A die is rolled for each system, with
a roll of 1 resulting in destruction of that system.In our
example, a Fire Control System and a Beam Weapon are
lost.
Later in the game, the damaged cruiser takes another hit
from the enemy, this time 8 damage points. Two more hull
rows are now marked o and another threshold roll is
required. At the third threshold, systems would normally
be lost at a roll of 1, 2 or 3. As the damage passed two
thresholds in our example, 1 is added to the roll. This
means that systems will be destroyed at rolls of 1, 2, 3 or
4. Our Cruiser is badly shot up and can no longer change
course or velocity but can still re its remaining Beam
Weapons because it still has a functioning Fire Control
System.
11
12
PUBLISHER:
Ground Zero Games www.gzg.com
in cooperation with
Mechworld Development Group www.mechworld.de
WRITTEN BY: Jon Tuey
EDITORIAL STAFF: Christian Weinhold, Sascha Keunecke
GRAPHICS, TYPESETTING AND LAYOUT:
Stephan Ludewig
CG ARTWORK: Sascha Keunecke, Stephan Ludewig
2
1
ID: BC1
ID: DD2
NAME
BATTLE CRUISER
NAME
DESTROYER
ID: DD1
DESTROYER
2
1
ID: FF2
FRIGATE
FRIGATE
ID: FF1
NAME
NAME
R ED FL EE T
NAME
2
2
SHIP ID START V
Example
FF1
FF2
DD1
DD2
CL1
CL2
CH1
BC1
NAME
2
2
START C
TURN 1
12
+2
NAME
TURN 2
8 12
+2, P2
10 10
TURN 3
P1
10 9
TURN 4
-3, S1
Pulse Torpedo
Launchers (2-arc)
Class 3 Beams
(3-arc)
Class 2 Beam
(5-arc)
Class 1 Beams
(5-arc)
Fire Control
Systems
Hull Boxes
ID: CH1
HEAVY CRUISER
NAME
ID: CL2
LIGHT CRUISER
LIGHT CRUISER
ID: CL1
7 10
TURN 5
7 10
Drives
(Total Thrust 6)
TURN 6
TURN 7
S3
+5, S1
12 2
TURN 8
+6
TURN 8
18 2
-3, P3
15 11
3
1
ID: BC1
ID: DD2
NAME
BATTLE CRUISER
NAME
DESTROYER
ID: DD1
DESTROYER
3
1
ID: FF2
FRIGATE
FRIGATE
ID: FF1
NAME
NAME
1
2
GRE EN F L E ET
NAME
SHIP ID START V
Example
FF1
FF2
DD1
DD2
CL1
CL2
CH1
BC1
NAME
2
2
START C
TURN 1
12
+2
2
1
TURN 2
8 12
+2, P2
10 10
TURN 3
P1
10 9
NAME
Pulse Torpedo
Launchers (2-arc)
Class 3 Beams
(3-arc)
Class 2 Beam
(5-arc)
Class 1 Beams
(5-arc)
Fire Control
Systems
Hull Boxes
ID: CH1
HEAVY CRUISER
NAME
ID: CL2
LIGHT CRUISER
LIGHT CRUISER
ID: CL1
TURN 4
-3, S1
7 10
TURN 5
7 10
Drives
(Total Thrust 6)
TURN 6
TURN 7
S3
+5, S1
12 2
TURN 8
+6
TURN 8
18 2
-3, P3
15 11